/obj/machinery/power/emitter name = "emitter" desc = "A heavy-duty industrial laser, often used in containment fields and power generation." icon = 'icons/obj/machines/engine/singularity.dmi' icon_state = "emitter" base_icon_state = "emitter" anchored = FALSE density = TRUE req_access = list(ACCESS_ENGINE_EQUIP) circuit = /obj/item/circuitboard/machine/emitter use_power = NO_POWER_USE can_change_cable_layer = TRUE /// The icon state used by the emitter when it's on. var/icon_state_on = "emitter_+a" /// The icon state used by the emitter when it's on and low on power. var/icon_state_underpowered = "emitter_+u" ///Is the machine active? var/active = FALSE ///Does the machine have power? var/powered = FALSE ///Seconds before the next shot var/fire_delay = 10 SECONDS ///Max delay before firing var/maximum_fire_delay = 10 SECONDS ///Min delay before firing var/minimum_fire_delay = 2 SECONDS ///When was the last shot var/last_shot = 0 ///Number of shots made (gets reset every few shots) var/shot_number = 0 ///if it's welded down to the ground or not. the emitter will not fire while unwelded. if set to true, the emitter will start anchored as well. var/welded = FALSE ///Is the emitter id locked? var/locked = FALSE ///Used to stop interactions with the object (mainly in the wabbajack statue) var/allow_switch_interact = TRUE ///What projectile type are we shooting? var/projectile_type = /obj/projectile/beam/emitter/hitscan ///What's the projectile sound? var/projectile_sound = 'sound/weapons/emitter.ogg' ///Sparks emitted with every shot var/datum/effect_system/spark_spread/sparks ///Stores the type of gun we are using inside the emitter var/obj/item/gun/energy/gun ///List of all the properties of the inserted gun var/list/gun_properties //only used to always have the gun properties on non-letal (no other instances found) var/mode = FALSE // The following 3 vars are mostly for the prototype ///manual shooting? (basically you hop onto the emitter and choose the shooting direction, is very janky since you can only shoot at the 8 directions and i don't think is ever used since you can't build those) var/manual = FALSE ///Amount of power inside var/charge = 0 ///stores the direction and orientation of the last projectile var/last_projectile_params /obj/machinery/power/emitter/Initialize(mapload) . = ..() RefreshParts() set_wires(new /datum/wires/emitter(src)) if(welded) if(!anchored) set_anchored(TRUE) connect_to_network() sparks = new sparks.attach(src) sparks.set_up(5, TRUE, src) AddComponent(/datum/component/simple_rotation) AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES) /obj/machinery/power/emitter/welded/Initialize(mapload) welded = TRUE . = ..() /obj/machinery/power/emitter/cable_layer_change_checks(mob/living/user, obj/item/tool) if(welded) balloon_alert(user, "unweld first!") return FALSE return TRUE /obj/machinery/power/emitter/set_anchored(anchorvalue) . = ..() if(!anchored && welded) //make sure they're keep in sync in case it was forcibly unanchored by badmins or by a megafauna. welded = FALSE /obj/machinery/power/emitter/RefreshParts() . = ..() var/max_fire_delay = 12 SECONDS var/fire_shoot_delay = 12 SECONDS var/min_fire_delay = 2.4 SECONDS var/power_usage = 350 for(var/datum/stock_part/micro_laser/laser in component_parts) max_fire_delay -= 2 SECONDS * laser.tier min_fire_delay -= 0.4 SECONDS * laser.tier fire_shoot_delay -= 2 SECONDS * laser.tier maximum_fire_delay = max_fire_delay minimum_fire_delay = min_fire_delay fire_delay = fire_shoot_delay for(var/datum/stock_part/servo/servo in component_parts) power_usage -= 50 * servo.tier update_mode_power_usage(ACTIVE_POWER_USE, power_usage) /obj/machinery/power/emitter/examine(mob/user) . = ..() if(welded) . += span_info("It's moored firmly to the floor. You can unsecure its moorings with a welder.") else if(anchored) . += span_info("It's currently anchored to the floor. You can secure its moorings with a welder, or remove it with a wrench.") else . += span_info("It's not anchored to the floor. You can secure it in place with a wrench.") if(!in_range(user, src) && !isobserver(user)) return if(!active) . += span_notice("Its status display is currently turned off.") else if(!powered) . += span_notice("Its status display is glowing faintly.") else . += span_notice("Its status display reads: Emitting one beam between [DisplayTimeText(minimum_fire_delay)] and [DisplayTimeText(maximum_fire_delay)].") . += span_notice("Power consumption at [display_power(active_power_usage)].") /obj/machinery/power/emitter/should_have_node() return welded /obj/machinery/power/emitter/Destroy() if(SSticker.IsRoundInProgress()) var/turf/T = get_turf(src) message_admins("[src] deleted at [ADMIN_VERBOSEJMP(T)].") log_game("[src] deleted at [AREACOORD(T)].") investigate_log("deleted at [AREACOORD(T)].", INVESTIGATE_ENGINE) QDEL_NULL(sparks) return ..() /obj/machinery/power/emitter/update_icon_state() if(!active || !powernet) icon_state = base_icon_state return ..() icon_state = avail(active_power_usage) ? icon_state_on : icon_state_underpowered return ..() /obj/machinery/power/emitter/interact(mob/user) add_fingerprint(user) if(!welded) to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!")) return FALSE if(!powernet) to_chat(user, span_warning("\The [src] isn't connected to a wire!")) return FALSE if(locked || !allow_switch_interact) to_chat(user, span_warning("The controls are locked!")) return FALSE if(active) active = FALSE else active = TRUE shot_number = 0 fire_delay = maximum_fire_delay to_chat(user, span_notice("You turn [active ? "on" : "off"] [src].")) message_admins("[src] turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]") log_game("[src] turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]") investigate_log("turned [active ? "ON" : "OFF"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_ENGINE) update_appearance() /obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/user, list/modifiers) if(ismegafauna(user) && anchored) set_anchored(FALSE) user.visible_message(span_warning("[user] rips [src] free from its moorings!")) else . = ..() if(. && !anchored) step(src, get_dir(user, src)) /obj/machinery/power/emitter/attack_ai_secondary(mob/user, list/modifiers) togglelock(user) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /obj/machinery/power/emitter/process(seconds_per_tick) if(machine_stat & (BROKEN)) return if(!welded || (!powernet && active_power_usage)) active = FALSE update_appearance() return if(!active) return if(active_power_usage && surplus() < active_power_usage) if(powered) powered = FALSE update_appearance() investigate_log("lost power and turned OFF at [AREACOORD(src)]", INVESTIGATE_ENGINE) log_game("[src] lost power in [AREACOORD(src)]") return add_load(active_power_usage) if(!powered) powered = TRUE update_appearance() investigate_log("regained power and turned ON at [AREACOORD(src)]", INVESTIGATE_ENGINE) if(charge <= 80) charge += 2.5 * seconds_per_tick if(!check_delay() || manual == TRUE) return FALSE fire_beam() /obj/machinery/power/emitter/proc/check_delay() if((last_shot + fire_delay) <= world.time) return TRUE return FALSE /obj/machinery/power/emitter/proc/fire_beam_pulse() if(!check_delay()) return FALSE if(!welded) return FALSE if(surplus() >= active_power_usage) add_load(active_power_usage) fire_beam() /obj/machinery/power/emitter/proc/fire_beam(mob/user) var/obj/projectile/projectile = new projectile_type(get_turf(src)) playsound(src, projectile_sound, 50, TRUE) if(prob(35)) sparks.start() projectile.firer = user ? user : src projectile.fired_from = src if(last_projectile_params) projectile.p_x = last_projectile_params[2] projectile.p_y = last_projectile_params[3] projectile.fire(last_projectile_params[1]) else projectile.fire(dir2angle(dir)) if(!manual) last_shot = world.time if(shot_number < 3) fire_delay = 20 shot_number ++ else fire_delay = rand(minimum_fire_delay,maximum_fire_delay) shot_number = 0 return projectile /obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent) if(active) if(!silent) to_chat(user, span_warning("Turn \the [src] off first!")) return FAILED_UNFASTEN else if(welded) if(!silent) to_chat(user, span_warning("[src] is welded to the floor!")) return FAILED_UNFASTEN return ..() /obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/tool) . = ..() default_unfasten_wrench(user, tool) return TOOL_ACT_TOOLTYPE_SUCCESS /obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/item) ..() if(active) to_chat(user, span_warning("Turn [src] off first!")) return TRUE if(welded) if(!item.tool_start_check(user, amount=1)) return TRUE user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \ span_notice("You start to cut [src] free from the floor..."), \ span_hear("You hear welding.")) if(!item.use_tool(src, user, 20, 1, 50)) return FALSE welded = FALSE to_chat(user, span_notice("You cut [src] free from the floor.")) disconnect_from_network() update_cable_icons_on_turf(get_turf(src)) return TRUE if(!anchored) to_chat(user, span_warning("[src] needs to be wrenched to the floor!")) return TRUE if(!item.tool_start_check(user, amount=1)) return TRUE user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \ span_notice("You start to weld [src] to the floor..."), \ span_hear("You hear welding.")) if(!item.use_tool(src, user, 20, 1, 50)) return FALSE welded = TRUE to_chat(user, span_notice("You weld [src] to the floor.")) connect_to_network() update_cable_icons_on_turf(get_turf(src)) return TRUE /obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/item) if(panel_open && gun) return remove_gun(user) default_deconstruction_crowbar(item) return TRUE /obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/item) if(..()) return TRUE default_deconstruction_screwdriver(user, "emitter_open", "emitter", item) return TRUE /// Attempt to toggle the controls lock of the emitter /obj/machinery/power/emitter/proc/togglelock(mob/user) if(obj_flags & EMAGGED) to_chat(user, span_warning("The lock seems to be broken!")) return if(!allowed(user)) to_chat(user, span_danger("Access denied.")) return if(!active) to_chat(user, span_warning("The controls can only be locked when \the [src] is online!")) return locked = !locked to_chat(user, span_notice("You [src.locked ? "lock" : "unlock"] the controls.")) /obj/machinery/power/emitter/attackby(obj/item/item, mob/user, params) if(item.GetID()) togglelock(user) return if(is_wire_tool(item) && panel_open) wires.interact(user) return if(panel_open && !gun && istype(item,/obj/item/gun/energy)) if(integrate(item,user)) return return ..() /obj/machinery/power/emitter/AltClick(mob/user) return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation /obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/energy_gun, mob/user) if(!istype(energy_gun, /obj/item/gun/energy)) return if(!user.transferItemToLoc(energy_gun, src)) return gun = energy_gun gun_properties = gun.get_turret_properties() set_projectile() return TRUE /obj/machinery/power/emitter/proc/remove_gun(mob/user) if(!gun) return user.put_in_hands(gun) gun = null playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) gun_properties = list() set_projectile() return TRUE /obj/machinery/power/emitter/proc/set_projectile() if(LAZYLEN(gun_properties)) if(mode || !gun_properties["lethal_projectile"]) projectile_type = gun_properties["stun_projectile"] projectile_sound = gun_properties["stun_projectile_sound"] else projectile_type = gun_properties["lethal_projectile"] projectile_sound = gun_properties["lethal_projectile_sound"] return projectile_type = initial(projectile_type) projectile_sound = initial(projectile_sound) /obj/machinery/power/emitter/emag_act(mob/user, obj/item/card/emag/emag_card) if(obj_flags & EMAGGED) return FALSE locked = FALSE obj_flags |= EMAGGED balloon_alert(user, "id lock shorted out") return TRUE /obj/machinery/power/emitter/prototype name = "Prototype Emitter" icon = 'icons/obj/weapons/turrets.dmi' icon_state = "protoemitter" base_icon_state = "protoemitter" icon_state_on = "protoemitter_+a" icon_state_underpowered = "protoemitter_+u" can_buckle = TRUE buckle_lying = 0 ///Sets the view size for the user var/view_range = 4.5 ///Grants the buckled mob the action button var/datum/action/innate/proto_emitter/firing/auto //BUCKLE HOOKS /obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE) playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE) manual = FALSE for(var/obj/item/item in buckled_mob.held_items) if(istype(item, /obj/item/turret_control)) qdel(item) if(istype(buckled_mob)) buckled_mob.pixel_x = buckled_mob.base_pixel_x buckled_mob.pixel_y = buckled_mob.base_pixel_y if(buckled_mob.client) buckled_mob.client.view_size.resetToDefault() auto.Remove(buckled_mob) . = ..() /obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/buckled_mob, mob/user, check_loc = TRUE) if(user.incapacitated() || !istype(user)) return for(var/atom/movable/atom in get_turf(src)) if(atom.density && (atom != src && atom != buckled_mob)) return buckled_mob.forceMove(get_turf(src)) ..() playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE) buckled_mob.pixel_y = 14 layer = 4.1 if(buckled_mob.client) buckled_mob.client.view_size.setTo(view_range) if(!auto) auto = new() auto.Grant(buckled_mob, src) /datum/action/innate/proto_emitter check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | AB_CHECK_CONSCIOUS | AB_CHECK_INCAPACITATED ///Stores the emitter the user is currently buckled on var/obj/machinery/power/emitter/prototype/proto_emitter ///Stores the mob instance that is buckled to the emitter var/mob/living/carbon/buckled_mob /datum/action/innate/proto_emitter/Destroy() proto_emitter = null buckled_mob = null return ..() /datum/action/innate/proto_emitter/Grant(mob/living/carbon/user, obj/machinery/power/emitter/prototype/proto) proto_emitter = proto buckled_mob = user . = ..() /datum/action/innate/proto_emitter/firing name = "Switch to Manual Firing" desc = "The emitter will only fire on your command and at your designated target" button_icon_state = "mech_zoom_on" /datum/action/innate/proto_emitter/firing/Activate() if(proto_emitter.manual) playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE) proto_emitter.manual = FALSE name = "Switch to Manual Firing" desc = "The emitter will only fire on your command and at your designated target" button_icon_state = "mech_zoom_on" for(var/obj/item/item in buckled_mob.held_items) if(istype(item, /obj/item/turret_control)) qdel(item) build_all_button_icons() return playsound(proto_emitter,'sound/mecha/mechmove01.ogg', 50, TRUE) name = "Switch to Automatic Firing" desc = "Emitters will switch to periodic firing at your last target" button_icon_state = "mech_zoom_off" proto_emitter.manual = TRUE for(var/things in buckled_mob.held_items) var/obj/item/item = things if(istype(item)) if(!buckled_mob.dropItemToGround(item)) continue var/obj/item/turret_control/turret_control = new /obj/item/turret_control() buckled_mob.put_in_hands(turret_control) else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand var/obj/item/turret_control/turret_control = new /obj/item/turret_control() buckled_mob.put_in_hands(turret_control) build_all_button_icons() /obj/item/turret_control name = "turret controls" icon = 'icons/obj/weapons/hand.dmi' icon_state = "offhand" w_class = WEIGHT_CLASS_HUGE item_flags = ABSTRACT | NOBLUDGEON resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF ///Ticks before being able to shoot var/delay = 0 /obj/item/turret_control/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT) /obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams) . = ..() . |= AFTERATTACK_PROCESSED_ITEM var/obj/machinery/power/emitter/emitter = user.buckled emitter.setDir(get_dir(emitter,targeted_atom)) user.setDir(emitter.dir) switch(emitter.dir) if(NORTH) emitter.layer = 3.9 user.pixel_x = 0 user.pixel_y = -14 if(NORTHEAST) emitter.layer = 3.9 user.pixel_x = -8 user.pixel_y = -12 if(EAST) emitter.layer = 4.1 user.pixel_x = -14 user.pixel_y = 0 if(SOUTHEAST) emitter.layer = 3.9 user.pixel_x = -8 user.pixel_y = 12 if(SOUTH) emitter.layer = 4.1 user.pixel_x = 0 user.pixel_y = 14 if(SOUTHWEST) emitter.layer = 3.9 user.pixel_x = 8 user.pixel_y = 12 if(WEST) emitter.layer = 4.1 user.pixel_x = 14 user.pixel_y = 0 if(NORTHWEST) emitter.layer = 3.9 user.pixel_x = 8 user.pixel_y = -12 emitter.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, null, clickparams) if(emitter.charge >= 10 && world.time > delay) emitter.charge -= 10 emitter.fire_beam(user) delay = world.time + 10 else if (emitter.charge < 10) playsound(src,'sound/machines/buzz-sigh.ogg', 50, TRUE) /obj/machinery/power/emitter/ctf name = "Energy Cannon" active = TRUE active_power_usage = 0 idle_power_usage = 0 locked = TRUE req_access = list("science") welded = TRUE use_power = NO_POWER_USE