/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 ..()