Force LF line endings with gitattributes and convert repo (#52266)

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
This commit is contained in:
jdawg1290
2020-07-16 03:02:40 +03:00
committed by GitHub
co-authored by Aleksej Komarov
parent 39e8bd721f
commit 62676e72a8
1133 changed files with 266492 additions and 266454 deletions
+127 -127
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@@ -1,127 +1,127 @@
#define WIRE_RECEIVE (1<<0)
#define WIRE_PULSE (1<<1)
#define WIRE_PULSE_SPECIAL (1<<2)
#define WIRE_RADIO_RECEIVE (1<<3)
#define WIRE_RADIO_PULSE (1<<4)
#define ASSEMBLY_BEEP_VOLUME 5
/obj/item/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=100)
throwforce = 2
throw_speed = 3
throw_range = 7
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/is_position_sensitive = FALSE //set to true if the device has different icons for each position.
//This will prevent things such as visible lasers from facing the incorrect direction when transformed by assembly_holder's update_icon()
var/secured = TRUE
var/list/attached_overlays = null
var/obj/item/assembly_holder/holder = null
var/wire_type = WIRE_RECEIVE | WIRE_PULSE
var/attachable = FALSE // can this be attached to wires
var/datum/wires/connected = null
var/next_activate = 0 //When we're next allowed to activate - for spam control
/obj/item/assembly/get_part_rating()
return 1
/obj/item/assembly/proc/on_attach()
//Call this when detaching it from a device. handles any special functions that need to be updated ex post facto
/obj/item/assembly/proc/on_detach()
if(!holder)
return FALSE
forceMove(holder.drop_location())
holder = null
return TRUE
//Called when the holder is moved
/obj/item/assembly/proc/holder_movement()
if(!holder)
return FALSE
setDir(holder.dir)
return TRUE
/obj/item/assembly/proc/is_secured(mob/user)
if(!secured)
to_chat(user, "<span class='warning'>The [name] is unsecured!</span>")
return FALSE
return TRUE
//Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
/obj/item/assembly/proc/pulsed(radio = FALSE)
if(wire_type & WIRE_RECEIVE)
INVOKE_ASYNC(src, .proc/activate)
if(radio && (wire_type & WIRE_RADIO_RECEIVE))
INVOKE_ASYNC(src, .proc/activate)
return TRUE
//Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
/obj/item/assembly/proc/pulse(radio = FALSE)
if(connected && wire_type)
connected.pulse_assembly(src)
return TRUE
if(holder && (wire_type & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wire_type & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
return TRUE
// What the device does when turned on
/obj/item/assembly/proc/activate()
if(QDELETED(src) || !secured || (next_activate > world.time))
return FALSE
next_activate = world.time + 30
return TRUE
/obj/item/assembly/proc/toggle_secure()
secured = !secured
update_icon()
return secured
/obj/item/assembly/attackby(obj/item/W, mob/user, params)
if(isassembly(W))
var/obj/item/assembly/A = W
if((!A.secured) && (!secured))
holder = new/obj/item/assembly_holder(get_turf(src))
holder.assemble(src,A,user)
to_chat(user, "<span class='notice'>You attach and secure \the [A] to \the [src]!</span>")
else
to_chat(user, "<span class='warning'>Both devices must be in attachable mode to be attached together.</span>")
return
..()
/obj/item/assembly/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(toggle_secure())
to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
else
to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
add_fingerprint(user)
return TRUE
/obj/item/assembly/examine(mob/user)
. = ..()
. += "<span class='notice'>\The [src] [secured? "is secured and ready to be used!" : "can be attached to other things."]</span>"
/obj/item/assembly/attack_self(mob/user)
if(!user)
return FALSE
user.set_machine(src)
interact(user)
return TRUE
/obj/item/assembly/interact(mob/user)
return ui_interact(user)
/obj/item/assembly/ui_host(mob/user)
if(holder)
return holder
return src
#define WIRE_RECEIVE (1<<0)
#define WIRE_PULSE (1<<1)
#define WIRE_PULSE_SPECIAL (1<<2)
#define WIRE_RADIO_RECEIVE (1<<3)
#define WIRE_RADIO_PULSE (1<<4)
#define ASSEMBLY_BEEP_VOLUME 5
/obj/item/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=100)
throwforce = 2
throw_speed = 3
throw_range = 7
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/is_position_sensitive = FALSE //set to true if the device has different icons for each position.
//This will prevent things such as visible lasers from facing the incorrect direction when transformed by assembly_holder's update_icon()
var/secured = TRUE
var/list/attached_overlays = null
var/obj/item/assembly_holder/holder = null
var/wire_type = WIRE_RECEIVE | WIRE_PULSE
var/attachable = FALSE // can this be attached to wires
var/datum/wires/connected = null
var/next_activate = 0 //When we're next allowed to activate - for spam control
/obj/item/assembly/get_part_rating()
return 1
/obj/item/assembly/proc/on_attach()
//Call this when detaching it from a device. handles any special functions that need to be updated ex post facto
/obj/item/assembly/proc/on_detach()
if(!holder)
return FALSE
forceMove(holder.drop_location())
holder = null
return TRUE
//Called when the holder is moved
/obj/item/assembly/proc/holder_movement()
if(!holder)
return FALSE
setDir(holder.dir)
return TRUE
/obj/item/assembly/proc/is_secured(mob/user)
if(!secured)
to_chat(user, "<span class='warning'>The [name] is unsecured!</span>")
return FALSE
return TRUE
//Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
/obj/item/assembly/proc/pulsed(radio = FALSE)
if(wire_type & WIRE_RECEIVE)
INVOKE_ASYNC(src, .proc/activate)
if(radio && (wire_type & WIRE_RADIO_RECEIVE))
INVOKE_ASYNC(src, .proc/activate)
return TRUE
//Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
/obj/item/assembly/proc/pulse(radio = FALSE)
if(connected && wire_type)
connected.pulse_assembly(src)
return TRUE
if(holder && (wire_type & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wire_type & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
return TRUE
// What the device does when turned on
/obj/item/assembly/proc/activate()
if(QDELETED(src) || !secured || (next_activate > world.time))
return FALSE
next_activate = world.time + 30
return TRUE
/obj/item/assembly/proc/toggle_secure()
secured = !secured
update_icon()
return secured
/obj/item/assembly/attackby(obj/item/W, mob/user, params)
if(isassembly(W))
var/obj/item/assembly/A = W
if((!A.secured) && (!secured))
holder = new/obj/item/assembly_holder(get_turf(src))
holder.assemble(src,A,user)
to_chat(user, "<span class='notice'>You attach and secure \the [A] to \the [src]!</span>")
else
to_chat(user, "<span class='warning'>Both devices must be in attachable mode to be attached together.</span>")
return
..()
/obj/item/assembly/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(toggle_secure())
to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
else
to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
add_fingerprint(user)
return TRUE
/obj/item/assembly/examine(mob/user)
. = ..()
. += "<span class='notice'>\The [src] [secured? "is secured and ready to be used!" : "can be attached to other things."]</span>"
/obj/item/assembly/attack_self(mob/user)
if(!user)
return FALSE
user.set_machine(src)
interact(user)
return TRUE
/obj/item/assembly/interact(mob/user)
return ui_interact(user)
/obj/item/assembly/ui_host(mob/user)
if(holder)
return holder
return src
+299 -299
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@@ -1,299 +1,299 @@
#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
inhand_icon_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnt_out = FALSE //Is the flash burnt out?
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if(burnt_out)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!</span>")
return SHAME
else if(user.is_blind())
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(burnt_out)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!burnt_out)
burnt_out = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(burnt_out || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='danger'>[src] emits a blinding light!</span>")
if(targeted)
if(M.flash_act(1, 1))
if(M.confused < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
if(user)
terrible_conversion_proc(M, user)
visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
M.Paralyze(rand(80,120))
else if(user)
visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Paralyze(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
R.confused += min(5, diff)
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='warning'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/H, mob/user)
if(istype(H) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(H.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert [H.p_them()]!</span>")
return
if(converter.add_revolutionary(H.mind))
if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
H.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
inhand_icon_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno"
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='notice'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='hypnophrase'>The light makes you feel oddly relaxed...</span>")
M.confused += min(M.confused + 10, 20)
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.confused += min(M.confused + 4, 20)
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)
#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
inhand_icon_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnt_out = FALSE //Is the flash burnt out?
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if(burnt_out)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!</span>")
return SHAME
else if(user.is_blind())
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(burnt_out)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!burnt_out)
burnt_out = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(burnt_out || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='danger'>[src] emits a blinding light!</span>")
if(targeted)
if(M.flash_act(1, 1))
if(M.confused < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
if(user)
terrible_conversion_proc(M, user)
visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
M.Paralyze(rand(80,120))
else if(user)
visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Paralyze(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
R.confused += min(5, diff)
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='warning'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/H, mob/user)
if(istype(H) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(H.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert [H.p_them()]!</span>")
return
if(converter.add_revolutionary(H.mind))
if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
H.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
inhand_icon_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno"
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='notice'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='hypnophrase'>The light makes you feel oddly relaxed...</span>")
M.confused += min(M.confused + 10, 20)
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.confused += min(M.confused + 4, 20)
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)
+16 -16
View File
@@ -1,16 +1,16 @@
// See _DEFINES/is_helpers.dm for type helpers
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return FALSE
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return FALSE
// See _DEFINES/is_helpers.dm for type helpers
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return FALSE
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return FALSE
+145 -145
View File
@@ -1,145 +1,145 @@
/obj/item/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 7
var/obj/item/assembly/a_left = null
var/obj/item/assembly/a_right = null
/obj/item/assembly_holder/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags)
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
name = "[A.name]-[A2.name] assembly"
update_icon()
SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
/obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user)
if(!A.remove_item_from_storage(src))
if(user)
user.transferItemToLoc(A, src)
else
A.forceMove(src)
A.holder = src
A.toggle_secure()
if(!a_left)
a_left = A
else
a_right = A
A.holder_movement()
/obj/item/assembly_holder/update_icon()
cut_overlays()
if(a_left)
add_overlay("[a_left.icon_state]_left")
for(var/O in a_left.attached_overlays)
add_overlay("[O]_l")
if(a_right)
if(a_right.is_position_sensitive)
add_overlay("[a_right.icon_state]_right")
for(var/O in a_right.attached_overlays)
add_overlay("[O]_r")
else
var/mutable_appearance/right = mutable_appearance(icon, "[a_right.icon_state]_left")
right.transform = matrix(-1, 0, 0, 0, 1, 0)
for(var/O in a_right.attached_overlays)
right.add_overlay("[O]_l")
add_overlay(right)
if(master)
master.update_icon()
/obj/item/assembly_holder/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(a_left)
a_left.Crossed(AM)
if(a_right)
a_right.Crossed(AM)
/obj/item/assembly_holder/on_found(mob/finder)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
/obj/item/assembly_holder/setDir()
. = ..()
if(a_left)
a_left.holder_movement()
if(a_right)
a_right.holder_movement()
/obj/item/assembly_holder/dropped(mob/user)
. = ..()
if(a_left)
a_left.dropped()
if(a_right)
a_right.dropped()
/obj/item/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
. = ..()
if(.)
return
if(a_left)
a_left.attack_hand()
if(a_right)
a_right.attack_hand()
/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool)
if(..())
return TRUE
to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
if(a_left)
a_left.on_detach()
a_left = null
if(a_right)
a_right.on_detach()
a_right = null
qdel(src)
return TRUE
/obj/item/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(!a_left || !a_right)
to_chat(user, "<span class='danger'>Assembly part missing!</span>")
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left")
a_left.attack_self(user)
if("Right")
a_right.attack_self(user)
return
else
a_left.attack_self(user)
a_right.attack_self(user)
/obj/item/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1)
if(!D)
return FALSE
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(FALSE)
if(a_left != D)
a_left.pulsed(FALSE)
if(master)
master.receive_signal()
return TRUE
/obj/item/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 7
var/obj/item/assembly/a_left = null
var/obj/item/assembly/a_right = null
/obj/item/assembly_holder/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags)
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
name = "[A.name]-[A2.name] assembly"
update_icon()
SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
/obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user)
if(!A.remove_item_from_storage(src))
if(user)
user.transferItemToLoc(A, src)
else
A.forceMove(src)
A.holder = src
A.toggle_secure()
if(!a_left)
a_left = A
else
a_right = A
A.holder_movement()
/obj/item/assembly_holder/update_icon()
cut_overlays()
if(a_left)
add_overlay("[a_left.icon_state]_left")
for(var/O in a_left.attached_overlays)
add_overlay("[O]_l")
if(a_right)
if(a_right.is_position_sensitive)
add_overlay("[a_right.icon_state]_right")
for(var/O in a_right.attached_overlays)
add_overlay("[O]_r")
else
var/mutable_appearance/right = mutable_appearance(icon, "[a_right.icon_state]_left")
right.transform = matrix(-1, 0, 0, 0, 1, 0)
for(var/O in a_right.attached_overlays)
right.add_overlay("[O]_l")
add_overlay(right)
if(master)
master.update_icon()
/obj/item/assembly_holder/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(a_left)
a_left.Crossed(AM)
if(a_right)
a_right.Crossed(AM)
/obj/item/assembly_holder/on_found(mob/finder)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
/obj/item/assembly_holder/setDir()
. = ..()
if(a_left)
a_left.holder_movement()
if(a_right)
a_right.holder_movement()
/obj/item/assembly_holder/dropped(mob/user)
. = ..()
if(a_left)
a_left.dropped()
if(a_right)
a_right.dropped()
/obj/item/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
. = ..()
if(.)
return
if(a_left)
a_left.attack_hand()
if(a_right)
a_right.attack_hand()
/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool)
if(..())
return TRUE
to_chat(user, "<span class='notice'>You disassemble [src]!</span>")
if(a_left)
a_left.on_detach()
a_left = null
if(a_right)
a_right.on_detach()
a_right = null
qdel(src)
return TRUE
/obj/item/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(!a_left || !a_right)
to_chat(user, "<span class='danger'>Assembly part missing!</span>")
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left")
a_left.attack_self(user)
if("Right")
a_right.attack_self(user)
return
else
a_left.attack_self(user)
a_right.attack_self(user)
/obj/item/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1)
if(!D)
return FALSE
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(FALSE)
if(a_left != D)
a_left.pulsed(FALSE)
if(master)
master.receive_signal()
return TRUE
+72 -72
View File
@@ -1,72 +1,72 @@
#define EXPOSED_VOLUME 1000
#define ROOM_TEMP 293
#define MIN_FREEZE_TEMP 50
#define MAX_FREEZE_TEMP 1000000
/obj/item/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustible substances."
icon_state = "igniter"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
var/datum/effect_system/spark_spread/sparks
heat = 1000
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/igniter/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is trying to ignite [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.IgniteMob()
return FIRELOSS
/obj/item/assembly/igniter/Initialize()
. = ..()
sparks = new
sparks.set_up(2, 0, src)
sparks.attach(src)
/obj/item/assembly/igniter/Destroy()
if(sparks)
qdel(sparks)
sparks = null
. = ..()
/obj/item/assembly/igniter/activate()
if(!..())
return FALSE//Cooldown check
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(heat, EXPOSED_VOLUME)
sparks.start()
return TRUE
/obj/item/assembly/igniter/attack_self(mob/user)
activate()
add_fingerprint(user)
/obj/item/assembly/igniter/ignition_effect(atom/A, mob/user)
. = "<span class='notice'>[user] fiddles with [src], and manages to light [A].</span>"
activate()
add_fingerprint(user)
//For the Condenser, which functions like the igniter but makes things colder.
/obj/item/assembly/igniter/condenser
name = "condenser"
desc = "A small electronic device able to chill their surroundings."
icon_state = "freezer"
custom_materials = list(/datum/material/iron=250, /datum/material/glass=300)
heat = 200
/obj/item/assembly/igniter/condenser/activate()
. = ..()
if(!.)
return //Cooldown check
var/turf/location = get_turf(loc)
if(location)
var/datum/gas_mixture/enviro = location.return_air()
enviro.temperature = clamp(min(ROOM_TEMP, enviro.temperature*0.85),MIN_FREEZE_TEMP,MAX_FREEZE_TEMP)
sparks.start()
#undef EXPOSED_VOLUME
#undef ROOM_TEMP
#undef MIN_FREEZE_TEMP
#undef MAX_FREEZE_TEMP
#define EXPOSED_VOLUME 1000
#define ROOM_TEMP 293
#define MIN_FREEZE_TEMP 50
#define MAX_FREEZE_TEMP 1000000
/obj/item/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustible substances."
icon_state = "igniter"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
var/datum/effect_system/spark_spread/sparks
heat = 1000
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/igniter/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is trying to ignite [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.IgniteMob()
return FIRELOSS
/obj/item/assembly/igniter/Initialize()
. = ..()
sparks = new
sparks.set_up(2, 0, src)
sparks.attach(src)
/obj/item/assembly/igniter/Destroy()
if(sparks)
qdel(sparks)
sparks = null
. = ..()
/obj/item/assembly/igniter/activate()
if(!..())
return FALSE//Cooldown check
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(heat, EXPOSED_VOLUME)
sparks.start()
return TRUE
/obj/item/assembly/igniter/attack_self(mob/user)
activate()
add_fingerprint(user)
/obj/item/assembly/igniter/ignition_effect(atom/A, mob/user)
. = "<span class='notice'>[user] fiddles with [src], and manages to light [A].</span>"
activate()
add_fingerprint(user)
//For the Condenser, which functions like the igniter but makes things colder.
/obj/item/assembly/igniter/condenser
name = "condenser"
desc = "A small electronic device able to chill their surroundings."
icon_state = "freezer"
custom_materials = list(/datum/material/iron=250, /datum/material/glass=300)
heat = 200
/obj/item/assembly/igniter/condenser/activate()
. = ..()
if(!.)
return //Cooldown check
var/turf/location = get_turf(loc)
if(location)
var/datum/gas_mixture/enviro = location.return_air()
enviro.temperature = clamp(min(ROOM_TEMP, enviro.temperature*0.85),MIN_FREEZE_TEMP,MAX_FREEZE_TEMP)
sparks.start()
#undef EXPOSED_VOLUME
#undef ROOM_TEMP
#undef MIN_FREEZE_TEMP
#undef MAX_FREEZE_TEMP
+238 -238
View File
@@ -1,238 +1,238 @@
/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
is_position_sensitive = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 225
var/ui_y = 110
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/turf/listeningTo
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, after_rotation=CALLBACK(src,.proc/after_rotation))
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
/obj/item/assembly/infra/activate()
if(!..())
return FALSE //Cooldown check
on = !on
refreshBeam()
update_icon()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(visible && secured)
add_overlay("infrared_visible")
attached_overlays += "infrared_visible"
if(holder)
holder.update_icon()
return
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.density = TRUE
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.density = FALSE
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand()
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
if(listeningTo == newloc)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
listeningTo = newloc
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
if(QDELETED(src))
return
if(offender == src || istype(offender,/obj/effect/beam/i_beam))
return
if (offender && isitem(offender))
var/obj/item/I = offender
if (I.item_flags & ABSTRACT)
return
return refreshBeam()
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/obj/item/assembly/infra/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "InfraredEmitter", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["visible"] = visible
return data
/obj/item/assembly/infra/ui_act(action, params)
if(..())
return
switch(action)
if("power")
on = !on
. = TRUE
if("visibility")
visible = !visible
. = TRUE
update_icon()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
var/obj/item/assembly/infra/master
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
master.trigger_beam(AM, get_turf(src))
/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
is_position_sensitive = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 225
var/ui_y = 110
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/turf/listeningTo
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, after_rotation=CALLBACK(src,.proc/after_rotation))
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
/obj/item/assembly/infra/activate()
if(!..())
return FALSE //Cooldown check
on = !on
refreshBeam()
update_icon()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(visible && secured)
add_overlay("infrared_visible")
attached_overlays += "infrared_visible"
if(holder)
holder.update_icon()
return
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.density = TRUE
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.density = FALSE
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand()
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
if(listeningTo == newloc)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
listeningTo = newloc
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
if(QDELETED(src))
return
if(offender == src || istype(offender,/obj/effect/beam/i_beam))
return
if (offender && isitem(offender))
var/obj/item/I = offender
if (I.item_flags & ABSTRACT)
return
return refreshBeam()
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/obj/item/assembly/infra/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "InfraredEmitter", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["visible"] = visible
return data
/obj/item/assembly/infra/ui_act(action, params)
if(..())
return
switch(action)
if("power")
on = !on
. = TRUE
if("visibility")
visible = !visible
. = TRUE
update_icon()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
var/obj/item/assembly/infra/master
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
master.trigger_beam(AM, get_turf(src))
+144 -144
View File
@@ -1,144 +1,144 @@
/obj/item/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
inhand_icon_state = "mousetrap"
custom_materials = list(/datum/material/iron=100)
attachable = TRUE
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
. += "<span class='notice'>The pressure plate is [armed?"primed":"safe"].</span>"
/obj/item/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(FALSE)
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
return FALSE
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
H.Paralyze(60)
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(60)
if(affecting)
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
return ..()
/obj/item/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/assembly/mousetrap/on_found(mob/finder)
if(armed)
if(finder)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
return TRUE //end the search!
else
visible_message("<span class='warning'>[src] snaps shut!</span>")
triggered(loc)
return FALSE
return FALSE
/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [AM].</span>")
triggered(null)
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE
/obj/item/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
inhand_icon_state = "mousetrap"
custom_materials = list(/datum/material/iron=100)
attachable = TRUE
var/armed = FALSE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/mousetrap/examine(mob/user)
. = ..()
. += "<span class='notice'>The pressure plate is [armed?"primed":"safe"].</span>"
/obj/item/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(FALSE)
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
/obj/item/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
return FALSE
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
H.Paralyze(60)
if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(60)
if(affecting)
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
armed = FALSE
update_icon()
pulse(FALSE)
/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
var/which_hand = BODY_ZONE_PRECISE_L_HAND
if(!(user.active_hand_index % 2))
which_hand = BODY_ZONE_PRECISE_R_HAND
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
return ..()
/obj/item/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(ismouse(MM))
triggered(MM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/assembly/mousetrap/on_found(mob/finder)
if(armed)
if(finder)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
return TRUE //end the search!
else
visible_message("<span class='warning'>[src] snaps shut!</span>")
triggered(loc)
return FALSE
return FALSE
/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [AM].</span>")
triggered(null)
/obj/item/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = TRUE
+156 -156
View File
@@ -1,156 +1,156 @@
/obj/item/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
custom_materials = list(/datum/material/iron=800, /datum/material/glass=200)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 250
var/ui_y = 185
var/scanning = FALSE
var/timing = FALSE
var/time = 10
var/sensitivity = 1
var/hearing_range = 3
/obj/item/assembly/prox_sensor/Initialize()
. = ..()
proximity_monitor = new(src, 0)
START_PROCESSING(SSobj, src)
/obj/item/assembly/prox_sensor/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/prox_sensor/examine(mob/user)
. = ..()
. += "<span class='notice'>The proximity sensor is [timing ? "arming" : (scanning ? "armed" : "disarmed")].</span>"
/obj/item/assembly/prox_sensor/activate()
if(!..())
return FALSE //Cooldown check
if(!scanning)
timing = !timing
else
scanning = FALSE
update_icon()
return TRUE
/obj/item/assembly/prox_sensor/on_detach()
. = ..()
if(!.)
return
else
proximity_monitor.SetHost(src,src)
/obj/item/assembly/prox_sensor/toggle_secure()
secured = !secured
if(!secured)
if(scanning)
toggle_scan()
proximity_monitor.SetHost(src,src)
timing = FALSE
STOP_PROCESSING(SSobj, src)
else
START_PROCESSING(SSobj, src)
proximity_monitor.SetHost(loc,src)
update_icon()
return secured
/obj/item/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
sense()
/obj/item/assembly/prox_sensor/proc/sense()
if(!scanning || !secured || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
return TRUE
/obj/item/assembly/prox_sensor/process()
if(!timing)
return
time--
if(time <= 0)
timing = FALSE
toggle_scan(TRUE)
time = initial(time)
/obj/item/assembly/prox_sensor/proc/toggle_scan(scan)
if(!secured)
return FALSE
scanning = scan
proximity_monitor.SetRange(scanning ? sensitivity : 0)
update_icon()
/obj/item/assembly/prox_sensor/proc/sensitivity_change(value)
var/sense = min(max(sensitivity + value, 0), 5)
sensitivity = sense
if(scanning && proximity_monitor.SetRange(sense))
sense()
/obj/item/assembly/prox_sensor/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("prox_timing")
attached_overlays += "prox_timing"
if(scanning)
add_overlay("prox_scanning")
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
return
/obj/item/assembly/prox_sensor/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/prox_sensor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "ProximitySensor", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/prox_sensor/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["scanning"] = scanning
data["sensitivity"] = sensitivity
return data
/obj/item/assembly/prox_sensor/ui_act(action, params)
if(..())
return
switch(action)
if("scanning")
toggle_scan(!scanning)
. = TRUE
if("sense")
var/value = text2num(params["range"])
if(value)
sensitivity_change(value)
. = TRUE
if("time")
timing = !timing
update_icon()
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 0, 600)
. = TRUE
/obj/item/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
custom_materials = list(/datum/material/iron=800, /datum/material/glass=200)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 250
var/ui_y = 185
var/scanning = FALSE
var/timing = FALSE
var/time = 10
var/sensitivity = 1
var/hearing_range = 3
/obj/item/assembly/prox_sensor/Initialize()
. = ..()
proximity_monitor = new(src, 0)
START_PROCESSING(SSobj, src)
/obj/item/assembly/prox_sensor/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/prox_sensor/examine(mob/user)
. = ..()
. += "<span class='notice'>The proximity sensor is [timing ? "arming" : (scanning ? "armed" : "disarmed")].</span>"
/obj/item/assembly/prox_sensor/activate()
if(!..())
return FALSE //Cooldown check
if(!scanning)
timing = !timing
else
scanning = FALSE
update_icon()
return TRUE
/obj/item/assembly/prox_sensor/on_detach()
. = ..()
if(!.)
return
else
proximity_monitor.SetHost(src,src)
/obj/item/assembly/prox_sensor/toggle_secure()
secured = !secured
if(!secured)
if(scanning)
toggle_scan()
proximity_monitor.SetHost(src,src)
timing = FALSE
STOP_PROCESSING(SSobj, src)
else
START_PROCESSING(SSobj, src)
proximity_monitor.SetHost(loc,src)
update_icon()
return secured
/obj/item/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
sense()
/obj/item/assembly/prox_sensor/proc/sense()
if(!scanning || !secured || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
return TRUE
/obj/item/assembly/prox_sensor/process()
if(!timing)
return
time--
if(time <= 0)
timing = FALSE
toggle_scan(TRUE)
time = initial(time)
/obj/item/assembly/prox_sensor/proc/toggle_scan(scan)
if(!secured)
return FALSE
scanning = scan
proximity_monitor.SetRange(scanning ? sensitivity : 0)
update_icon()
/obj/item/assembly/prox_sensor/proc/sensitivity_change(value)
var/sense = min(max(sensitivity + value, 0), 5)
sensitivity = sense
if(scanning && proximity_monitor.SetRange(sense))
sense()
/obj/item/assembly/prox_sensor/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("prox_timing")
attached_overlays += "prox_timing"
if(scanning)
add_overlay("prox_scanning")
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
return
/obj/item/assembly/prox_sensor/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/prox_sensor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "ProximitySensor", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/prox_sensor/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["scanning"] = scanning
data["sensitivity"] = sensitivity
return data
/obj/item/assembly/prox_sensor/ui_act(action, params)
if(..())
return
switch(action)
if("scanning")
toggle_scan(!scanning)
. = TRUE
if("sense")
var/value = text2num(params["range"])
if(value)
sensitivity_change(value)
. = TRUE
if("time")
timing = !timing
update_icon()
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 0, 600)
. = TRUE
+40 -40
View File
@@ -1,40 +1,40 @@
/obj/item/assembly/shock_kit
name = "electrohelmet assembly"
desc = "This appears to be made from both an electropack and a helmet."
icon = 'icons/obj/assemblies.dmi'
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/electropack/part2 = null
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
/obj/item/assembly/shock_kit/Destroy()
qdel(part1)
qdel(part2)
return ..()
/obj/item/assembly/shock_kit/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You disassemble [src].</span>")
if(part1)
part1.forceMove(drop_location())
part1.master = null
part1 = null
if(part2)
part2.forceMove(drop_location())
part2.master = null
part2 = null
qdel(src)
return TRUE
/obj/item/assembly/shock_kit/attack_self(mob/user)
part1.attack_self(user)
part2.attack_self(user)
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/receive_signal()
if(istype(loc, /obj/structure/chair/e_chair))
var/obj/structure/chair/e_chair/C = loc
C.shock()
return
/obj/item/assembly/shock_kit
name = "electrohelmet assembly"
desc = "This appears to be made from both an electropack and a helmet."
icon = 'icons/obj/assemblies.dmi'
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/electropack/part2 = null
w_class = WEIGHT_CLASS_HUGE
flags_1 = CONDUCT_1
/obj/item/assembly/shock_kit/Destroy()
qdel(part1)
qdel(part2)
return ..()
/obj/item/assembly/shock_kit/wrench_act(mob/living/user, obj/item/I)
..()
to_chat(user, "<span class='notice'>You disassemble [src].</span>")
if(part1)
part1.forceMove(drop_location())
part1.master = null
part1 = null
if(part2)
part2.forceMove(drop_location())
part2.master = null
part2 = null
qdel(src)
return TRUE
/obj/item/assembly/shock_kit/attack_self(mob/user)
part1.attack_self(user)
part2.attack_self(user)
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/receive_signal()
if(istype(loc, /obj/structure/chair/e_chair))
var/obj/structure/chair/e_chair/C = loc
C.shock()
return
+189 -189
View File
@@ -1,189 +1,189 @@
/obj/item/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices. Allows for syncing when using a secure signaler on another."
icon_state = "signaller"
inhand_icon_state = "signaler"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
custom_materials = list(/datum/material/iron=400, /datum/material/glass=120)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 280
var/ui_y = 132
var/code = DEFAULT_SIGNALER_CODE
var/frequency = FREQ_SIGNALER
var/datum/radio_frequency/radio_connection
///Holds the mind that commited suicide.
var/datum/mind/suicider
///Holds a reference string to the mob, decides how much of a gamer you are.
var/suicide_mob
var/hearing_range = 1
/obj/item/assembly/signaler/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] eats \the [src]! If it is signaled, [user.p_they()] will die!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
moveToNullspace()
suicider = user.mind
suicide_mob = REF(user)
return MANUAL_SUICIDE_NONLETHAL
/obj/item/assembly/signaler/proc/manual_suicide(datum/mind/suicidee)
var/mob/living/user = suicidee.current
if(!istype(user))
return
if(suicide_mob == REF(user))
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal, killing [user.p_them()] instantly!</span>")
else
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal and [user.p_they()] die[user.p_s()] like a gamer!</span>")
user.adjustOxyLoss(200)//it sends an electrical pulse to their heart, killing them. or something.
user.death(0)
user.set_suicide(TRUE)
user.suicide_log()
playsound(user, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
qdel(src)
/obj/item/assembly/signaler/Initialize()
. = ..()
set_frequency(frequency)
/obj/item/assembly/signaler/Destroy()
SSradio.remove_object(src,frequency)
suicider = null
. = ..()
/obj/item/assembly/signaler/activate()
if(!..())//cooldown processing
return FALSE
signal()
return TRUE
/obj/item/assembly/signaler/update_icon()
if(holder)
holder.update_icon()
return
/obj/item/assembly/signaler/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/signaler/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "Signaler", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/signaler/ui_data(mob/user)
var/list/data = list()
data["frequency"] = frequency
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/assembly/signaler/ui_act(action, params)
if(..())
return
switch(action)
if("signal")
INVOKE_ASYNC(src, .proc/signal)
. = TRUE
if("freq")
frequency = unformat_frequency(params["freq"])
frequency = sanitize_frequency(frequency, TRUE)
set_frequency(frequency)
. = TRUE
if("code")
code = text2num(params["code"])
code = round(code)
. = TRUE
if("reset")
if(params["reset"] == "freq")
frequency = initial(frequency)
else
code = initial(code)
. = TRUE
update_icon()
/obj/item/assembly/signaler/attackby(obj/item/W, mob/user, params)
if(issignaler(W))
var/obj/item/assembly/signaler/signaler2 = W
if(secured && signaler2.secured)
code = signaler2.code
set_frequency(signaler2.frequency)
to_chat(user, "You transfer the frequency and code of \the [signaler2.name] to \the [name]")
..()
/obj/item/assembly/signaler/proc/signal()
if(!radio_connection)
return
var/datum/signal/signal = new(list("code" = code))
radio_connection.post_signal(src, signal)
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
if(usr)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
/obj/item/assembly/signaler/receive_signal(datum/signal/signal)
. = FALSE
if(!signal)
return
if(signal.data["code"] != code)
return
if(!(src.wires & WIRE_RADIO_RECEIVE))
return
if(suicider)
manual_suicide(suicider)
return
pulse(TRUE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
/obj/item/assembly/signaler/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, RADIO_SIGNALER)
return
// Embedded signaller used in grenade construction.
// It's necessary because the signaler doens't have an off state.
// Generated during grenade construction. -Sayu
/obj/item/assembly/signaler/receiver
var/on = FALSE
/obj/item/assembly/signaler/receiver/proc/toggle_safety()
on = !on
/obj/item/assembly/signaler/receiver/activate()
toggle_safety()
return TRUE
/obj/item/assembly/signaler/receiver/examine(mob/user)
. = ..()
. += "<span class='notice'>The radio receiver is [on?"on":"off"].</span>"
/obj/item/assembly/signaler/receiver/receive_signal(datum/signal/signal)
if(!on)
return
return ..(signal)
/obj/item/assembly/signaler/anomaly/attack_self()
return
/obj/item/assembly/signaler/cyborg
/obj/item/assembly/signaler/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/signaler/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices. Allows for syncing when using a secure signaler on another."
icon_state = "signaller"
inhand_icon_state = "signaler"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
custom_materials = list(/datum/material/iron=400, /datum/material/glass=120)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 280
var/ui_y = 132
var/code = DEFAULT_SIGNALER_CODE
var/frequency = FREQ_SIGNALER
var/datum/radio_frequency/radio_connection
///Holds the mind that commited suicide.
var/datum/mind/suicider
///Holds a reference string to the mob, decides how much of a gamer you are.
var/suicide_mob
var/hearing_range = 1
/obj/item/assembly/signaler/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] eats \the [src]! If it is signaled, [user.p_they()] will die!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
moveToNullspace()
suicider = user.mind
suicide_mob = REF(user)
return MANUAL_SUICIDE_NONLETHAL
/obj/item/assembly/signaler/proc/manual_suicide(datum/mind/suicidee)
var/mob/living/user = suicidee.current
if(!istype(user))
return
if(suicide_mob == REF(user))
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal, killing [user.p_them()] instantly!</span>")
else
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal and [user.p_they()] die[user.p_s()] like a gamer!</span>")
user.adjustOxyLoss(200)//it sends an electrical pulse to their heart, killing them. or something.
user.death(0)
user.set_suicide(TRUE)
user.suicide_log()
playsound(user, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
qdel(src)
/obj/item/assembly/signaler/Initialize()
. = ..()
set_frequency(frequency)
/obj/item/assembly/signaler/Destroy()
SSradio.remove_object(src,frequency)
suicider = null
. = ..()
/obj/item/assembly/signaler/activate()
if(!..())//cooldown processing
return FALSE
signal()
return TRUE
/obj/item/assembly/signaler/update_icon()
if(holder)
holder.update_icon()
return
/obj/item/assembly/signaler/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/signaler/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "Signaler", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/signaler/ui_data(mob/user)
var/list/data = list()
data["frequency"] = frequency
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/assembly/signaler/ui_act(action, params)
if(..())
return
switch(action)
if("signal")
INVOKE_ASYNC(src, .proc/signal)
. = TRUE
if("freq")
frequency = unformat_frequency(params["freq"])
frequency = sanitize_frequency(frequency, TRUE)
set_frequency(frequency)
. = TRUE
if("code")
code = text2num(params["code"])
code = round(code)
. = TRUE
if("reset")
if(params["reset"] == "freq")
frequency = initial(frequency)
else
code = initial(code)
. = TRUE
update_icon()
/obj/item/assembly/signaler/attackby(obj/item/W, mob/user, params)
if(issignaler(W))
var/obj/item/assembly/signaler/signaler2 = W
if(secured && signaler2.secured)
code = signaler2.code
set_frequency(signaler2.frequency)
to_chat(user, "You transfer the frequency and code of \the [signaler2.name] to \the [name]")
..()
/obj/item/assembly/signaler/proc/signal()
if(!radio_connection)
return
var/datum/signal/signal = new(list("code" = code))
radio_connection.post_signal(src, signal)
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
if(usr)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
/obj/item/assembly/signaler/receive_signal(datum/signal/signal)
. = FALSE
if(!signal)
return
if(signal.data["code"] != code)
return
if(!(src.wires & WIRE_RADIO_RECEIVE))
return
if(suicider)
manual_suicide(suicider)
return
pulse(TRUE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
/obj/item/assembly/signaler/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, RADIO_SIGNALER)
return
// Embedded signaller used in grenade construction.
// It's necessary because the signaler doens't have an off state.
// Generated during grenade construction. -Sayu
/obj/item/assembly/signaler/receiver
var/on = FALSE
/obj/item/assembly/signaler/receiver/proc/toggle_safety()
on = !on
/obj/item/assembly/signaler/receiver/activate()
toggle_safety()
return TRUE
/obj/item/assembly/signaler/receiver/examine(mob/user)
. = ..()
. += "<span class='notice'>The radio receiver is [on?"on":"off"].</span>"
/obj/item/assembly/signaler/receiver/receive_signal(datum/signal/signal)
if(!on)
return
return ..(signal)
/obj/item/assembly/signaler/anomaly/attack_self()
return
/obj/item/assembly/signaler/cyborg
/obj/item/assembly/signaler/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/signaler/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
+128 -128
View File
@@ -1,128 +1,128 @@
/obj/item/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 275
var/ui_y = 115
var/timing = FALSE
var/time = 5
var/saved_time = 5
var/loop = FALSE
var/hearing_range = 3
/obj/item/assembly/timer/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] looks at the timer and decides [user.p_their()] fate! It looks like [user.p_theyre()] going to commit suicide!</span>")
activate()//doesnt rely on timer_end to prevent weird metas where one person can control the timer and therefore someone's life. (maybe that should be how it works...)
addtimer(CALLBACK(src, .proc/manual_suicide, user), time*10)//kill yourself once the time runs out
return MANUAL_SUICIDE
/obj/item/assembly/timer/proc/manual_suicide(mob/living/user)
user.visible_message("<span class='suicide'>[user]'s time is up!</span>")
user.adjustOxyLoss(200)
user.death(0)
/obj/item/assembly/timer/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/assembly/timer/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/timer/examine(mob/user)
. = ..()
. += "<span class='notice'>The timer is [timing ? "counting down from [time]":"set for [time] seconds"].</span>"
/obj/item/assembly/timer/activate()
if(!..())
return FALSE//Cooldown check
timing = !timing
update_icon()
return TRUE
/obj/item/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/timer/proc/timer_end()
if(!secured || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(loop)
timing = TRUE
update_icon()
/obj/item/assembly/timer/process()
if(!timing)
return
time--
if(time <= 0)
timing = FALSE
timer_end()
time = saved_time
/obj/item/assembly/timer/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("timer_timing")
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
/obj/item/assembly/timer/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/timer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "Timer", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/timer/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["loop"] = loop
return data
/obj/item/assembly/timer/ui_act(action, params)
if(..())
return
switch(action)
if("time")
timing = !timing
if(timing && istype(holder, /obj/item/transfer_valve))
log_bomber(usr, "activated a", src, "attachment on [holder]")
update_icon()
. = TRUE
if("repeat")
loop = !loop
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 1, 600)
saved_time = time
. = TRUE
/obj/item/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/ui_x = 275
var/ui_y = 115
var/timing = FALSE
var/time = 5
var/saved_time = 5
var/loop = FALSE
var/hearing_range = 3
/obj/item/assembly/timer/suicide_act(mob/living/user)
user.visible_message("<span class='suicide'>[user] looks at the timer and decides [user.p_their()] fate! It looks like [user.p_theyre()] going to commit suicide!</span>")
activate()//doesnt rely on timer_end to prevent weird metas where one person can control the timer and therefore someone's life. (maybe that should be how it works...)
addtimer(CALLBACK(src, .proc/manual_suicide, user), time*10)//kill yourself once the time runs out
return MANUAL_SUICIDE
/obj/item/assembly/timer/proc/manual_suicide(mob/living/user)
user.visible_message("<span class='suicide'>[user]'s time is up!</span>")
user.adjustOxyLoss(200)
user.death(0)
/obj/item/assembly/timer/Initialize()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/assembly/timer/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/timer/examine(mob/user)
. = ..()
. += "<span class='notice'>The timer is [timing ? "counting down from [time]":"set for [time] seconds"].</span>"
/obj/item/assembly/timer/activate()
if(!..())
return FALSE//Cooldown check
timing = !timing
update_icon()
return TRUE
/obj/item/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/timer/proc/timer_end()
if(!secured || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(loop)
timing = TRUE
update_icon()
/obj/item/assembly/timer/process()
if(!timing)
return
time--
if(time <= 0)
timing = FALSE
timer_end()
time = saved_time
/obj/item/assembly/timer/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("timer_timing")
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
/obj/item/assembly/timer/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/timer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "Timer", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/item/assembly/timer/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["loop"] = loop
return data
/obj/item/assembly/timer/ui_act(action, params)
if(..())
return
switch(action)
if("time")
timing = !timing
if(timing && istype(holder, /obj/item/transfer_valve))
log_bomber(usr, "activated a", src, "attachment on [holder]")
update_icon()
. = TRUE
if("repeat")
loop = !loop
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 1, 600)
saved_time = time
. = TRUE
+104 -104
View File
@@ -1,104 +1,104 @@
#define INCLUSIVE_MODE 1
#define EXCLUSIVE_MODE 2
#define RECOGNIZER_MODE 3
#define VOICE_SENSOR_MODE 4
/obj/item/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
flags_1 = HEAR_1
attachable = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = FALSE
var/recorded = "" //the activation message
var/mode = 1
var/static/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/voice/examine(mob/user)
. = ..()
. += "<span class='notice'>Use a multitool to swap between \"inclusive\", \"exclusive\", \"recognizer\", and \"voice sensor\" mode.</span>"
/obj/item/assembly/voice/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(speaker == src)
return
if(listening && !radio_freq)
record_speech(speaker, raw_message, message_language)
else
if(check_activation(speaker, raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message, datum/language/message_language)
switch(mode)
if(INCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(EXCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(RECOGNIZER_MODE)
recorded = speaker.GetVoice()
listening = FALSE
say("Your voice pattern is saved.", message_language)
if(VOICE_SENSOR_MODE)
if(length(raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
. = FALSE
switch(mode)
if(INCLUSIVE_MODE)
if(findtext(raw_message, recorded))
. = TRUE
if(EXCLUSIVE_MODE)
if(raw_message == recorded)
. = TRUE
if(RECOGNIZER_MODE)
if(speaker.GetVoice() == recorded)
. = TRUE
if(VOICE_SENSOR_MODE)
if(length(raw_message))
. = TRUE
/obj/item/assembly/voice/multitool_act(mob/living/user, obj/item/I)
..()
mode %= modes.len
mode++
to_chat(user, "<span class='notice'>You set [src] into [modes[mode]] mode.</span>")
listening = FALSE
recorded = ""
return TRUE
/obj/item/assembly/voice/activate()
if(!secured || holder)
return FALSE
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
return TRUE
/obj/item/assembly/voice/attack_self(mob/user)
if(!user)
return FALSE
activate()
return TRUE
/obj/item/assembly/voice/toggle_secure()
. = ..()
listening = FALSE
#undef INCLUSIVE_MODE
#undef EXCLUSIVE_MODE
#undef RECOGNIZER_MODE
#undef VOICE_SENSOR_MODE
#define INCLUSIVE_MODE 1
#define EXCLUSIVE_MODE 2
#define RECOGNIZER_MODE 3
#define VOICE_SENSOR_MODE 4
/obj/item/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
flags_1 = HEAR_1
attachable = TRUE
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = FALSE
var/recorded = "" //the activation message
var/mode = 1
var/static/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
/obj/item/assembly/voice/examine(mob/user)
. = ..()
. += "<span class='notice'>Use a multitool to swap between \"inclusive\", \"exclusive\", \"recognizer\", and \"voice sensor\" mode.</span>"
/obj/item/assembly/voice/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(speaker == src)
return
if(listening && !radio_freq)
record_speech(speaker, raw_message, message_language)
else
if(check_activation(speaker, raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message, datum/language/message_language)
switch(mode)
if(INCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(EXCLUSIVE_MODE)
recorded = raw_message
listening = FALSE
say("Activation message is '[recorded]'.", message_language)
if(RECOGNIZER_MODE)
recorded = speaker.GetVoice()
listening = FALSE
say("Your voice pattern is saved.", message_language)
if(VOICE_SENSOR_MODE)
if(length(raw_message))
addtimer(CALLBACK(src, .proc/pulse, 0), 10)
/obj/item/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
. = FALSE
switch(mode)
if(INCLUSIVE_MODE)
if(findtext(raw_message, recorded))
. = TRUE
if(EXCLUSIVE_MODE)
if(raw_message == recorded)
. = TRUE
if(RECOGNIZER_MODE)
if(speaker.GetVoice() == recorded)
. = TRUE
if(VOICE_SENSOR_MODE)
if(length(raw_message))
. = TRUE
/obj/item/assembly/voice/multitool_act(mob/living/user, obj/item/I)
..()
mode %= modes.len
mode++
to_chat(user, "<span class='notice'>You set [src] into [modes[mode]] mode.</span>")
listening = FALSE
recorded = ""
return TRUE
/obj/item/assembly/voice/activate()
if(!secured || holder)
return FALSE
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
return TRUE
/obj/item/assembly/voice/attack_self(mob/user)
if(!user)
return FALSE
activate()
return TRUE
/obj/item/assembly/voice/toggle_secure()
. = ..()
listening = FALSE
#undef INCLUSIVE_MODE
#undef EXCLUSIVE_MODE
#undef RECOGNIZER_MODE
#undef VOICE_SENSOR_MODE