/obj/structure/reflector
name = "reflector base"
icon = 'icons/obj/structures.dmi'
icon_state = "reflector_map"
desc = "A base for reflector assemblies."
anchored = FALSE
density = FALSE
layer = BELOW_OBJ_LAYER
var/deflector_icon_state
var/image/deflector_overlay
var/finished = FALSE
var/admin = FALSE //Can't be rotated or deconstructed
var/can_rotate = TRUE
var/framebuildstacktype = /obj/item/stack/sheet/metal
var/framebuildstackamount = 5
var/buildstacktype = /obj/item/stack/sheet/metal
var/buildstackamount = 0
var/list/allowed_projectile_typecache = list(/obj/item/projectile/beam)
var/rotation_angle = -1
/obj/structure/reflector/Initialize()
. = ..()
icon_state = "reflector_base"
allowed_projectile_typecache = typecacheof(allowed_projectile_typecache)
if(deflector_icon_state)
deflector_overlay = image(icon, deflector_icon_state)
add_overlay(deflector_overlay)
if(rotation_angle == -1)
setAngle(dir2angle(dir))
else
setAngle(rotation_angle)
if(admin)
can_rotate = FALSE
/obj/structure/reflector/examine(mob/user)
..()
if(finished)
to_chat(user, "It is set to [rotation_angle] degrees, and the rotation is [can_rotate ? "unlocked" : "locked"].")
if(!admin)
if(can_rotate)
to_chat(user, "Alt-click to adjust its direction.")
else
to_chat(user, "Use screwdriver to unlock the rotation.")
/obj/structure/reflector/proc/setAngle(new_angle)
if(can_rotate)
rotation_angle = new_angle
if(deflector_overlay)
cut_overlay(deflector_overlay)
deflector_overlay.transform = turn(matrix(), new_angle)
add_overlay(deflector_overlay)
/obj/structure/reflector/setDir(new_dir)
setAngle(dir_map_to_angle(new_dir))
return ..(NORTH)
/obj/structure/reflector/proc/dir_map_to_angle(dir)
return 0
/obj/structure/reflector/bullet_act(obj/item/projectile/P)
var/pdir = P.dir
var/pangle = P.Angle
var/ploc = get_turf(P)
if(!finished || !allowed_projectile_typecache[P.type] || !(P.dir in GLOB.cardinals))
return ..()
if(auto_reflect(P, pdir, ploc, pangle) != -1)
return ..()
return -1
/obj/structure/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
P.ignore_source_check = TRUE
return -1
/obj/structure/reflector/attackby(obj/item/W, mob/user, params)
if(admin)
return
if(istype(W, /obj/item/screwdriver))
can_rotate = !can_rotate
to_chat(user, "You [can_rotate ? "unlock" : "lock"] [src]'s rotation.")
playsound(src, W.usesound, 50, 1)
return
if(istype(W, /obj/item/wrench))
if(anchored)
to_chat(user, "Unweld [src] from the floor first!")
return
user.visible_message("[user] starts to dismantle [src].", "You start to dismantle [src]...")
if(do_after(user, 80*W.toolspeed, target = src))
playsound(src, W.usesound, 50, 1)
to_chat(user, "You dismantle [src].")
new framebuildstacktype(drop_location(), framebuildstackamount)
if(buildstackamount)
new buildstacktype(drop_location(), buildstackamount)
qdel(src)
else if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(obj_integrity < max_integrity)
if(WT.remove_fuel(0,user))
user.visible_message("[user] starts to repair [src].",
"You begin repairing [src]...",
"You hear welding.")
playsound(src, W.usesound, 40, 1)
if(do_after(user,40*WT.toolspeed, target = src))
obj_integrity = max_integrity
user.visible_message("[user] has repaired [src].", \
"You finish repairing [src].")
else if(!anchored)
if (WT.remove_fuel(0,user))
playsound(src, W.usesound, 50, 1)
user.visible_message("[user] starts to weld [src] to the floor.",
"You start to weld [src] to the floor...",
"You hear welding.")
if (do_after(user,20*W.toolspeed, target = src))
if(!WT.isOn())
return
anchored = TRUE
to_chat(user, "You weld [src] to the floor.")
else
if (WT.remove_fuel(0,user))
playsound(src, W.usesound, 50, 1)
user.visible_message("[user] starts to cut [src] free from the floor.", "You start to cut [src] free from the floor...", "You hear welding.")
if (do_after(user,20*W.toolspeed, target = src))
if(!WT.isOn())
return
anchored = FALSE
to_chat(user, "You cut [src] free from the floor.")
//Finishing the frame
else if(istype(W, /obj/item/stack/sheet))
if(finished)
return
var/obj/item/stack/sheet/S = W
if(istype(S, /obj/item/stack/sheet/glass))
if(S.use(5))
new /obj/structure/reflector/single(drop_location())
qdel(src)
else
to_chat(user, "You need five sheets of glass to create a reflector!")
return
if(istype(S, /obj/item/stack/sheet/rglass))
if(S.use(10))
new /obj/structure/reflector/double(drop_location())
qdel(src)
else
to_chat(user, "You need ten sheets of reinforced glass to create a double reflector!")
return
if(istype(S, /obj/item/stack/sheet/mineral/diamond))
if(S.use(1))
new /obj/structure/reflector/box(drop_location())
qdel(src)
else
return ..()
/obj/structure/reflector/proc/rotate(mob/user)
if (!can_rotate || admin)
to_chat(user, "The rotation is locked!")
return FALSE
var/new_angle = input(user, "Input a new angle for primary reflection face.", "Reflector Angle", rotation_angle) as null|num
if(!user.canUseTopic(src, be_close=TRUE))
to_chat(user, "You can't do that right now!")
return
if(!isnull(new_angle))
setAngle(NORM_ROT(new_angle))
return TRUE
/obj/structure/reflector/AltClick(mob/user)
if(!user.canUseTopic(src, be_close=TRUE))
to_chat(user, "You can't do that right now!")
return
else if(finished)
rotate(user)
//TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX
//SINGLE
/obj/structure/reflector/single
name = "reflector"
deflector_icon_state = "reflector"
desc = "An angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/glass
buildstackamount = 5
/obj/structure/reflector/single/anchored
anchored = TRUE
/obj/structure/reflector/single/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/single/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
var/incidence = get_angle_of_incidence(rotation_angle, P.Angle)
var/incidence_norm = get_angle_of_incidence(rotation_angle, P.Angle, FALSE)
if((incidence_norm > -90) && (incidence_norm < 90))
return FALSE
var/new_angle_s = rotation_angle + incidence
while(new_angle_s > 180) // Translate to regular projectile degrees
new_angle_s -= 360
while(new_angle_s < -180)
new_angle_s += 360
P.Angle = new_angle_s
return ..()
//DOUBLE
/obj/structure/reflector/double
name = "double sided reflector"
deflector_icon_state = "reflector_double"
desc = "A double sided angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/rglass
buildstackamount = 10
/obj/structure/reflector/double/anchored
anchored = TRUE
/obj/structure/reflector/double/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/double/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
var/incidence = get_angle_of_incidence(rotation_angle, P.Angle)
var/incidence_norm = get_angle_of_incidence(rotation_angle, P.Angle, FALSE)
var/invert = ((incidence_norm > -90) && (incidence_norm < 90))
var/new_angle_s = rotation_angle + incidence
if(invert)
new_angle_s += 180
while(new_angle_s > 180) // Translate to regular projectile degrees
new_angle_s -= 360
while(new_angle_s < -180)
new_angle_s += 360
P.Angle = new_angle_s
return ..()
//BOX
/obj/structure/reflector/box
name = "reflector box"
deflector_icon_state = "reflector_box"
desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/mineral/diamond
buildstackamount = 1
/obj/structure/reflector/box/anchored
anchored = TRUE
/obj/structure/reflector/box/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/box/auto_reflect(obj/item/projectile/P)
P.Angle = rotation_angle
return ..()
/obj/structure/reflector/ex_act()
if(admin)
return
else
return ..()
/obj/structure/reflector/dir_map_to_angle(dir)
return dir2angle(dir)
/obj/structure/reflector/singularity_act()
if(admin)
return
else
return ..()