//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/power/emitter
name = "Emitter"
desc = "A heavy duty industrial laser.\nAlt-click to rotate it clockwise."
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(access_engine_equip)
use_power = 0
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
var/fire_delay = 100
var/maximum_fire_delay = 100
var/minimum_fire_delay = 20
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = 0
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
/obj/machinery/power/emitter/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/emitter(null)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
RefreshParts()
/obj/machinery/power/emitter/RefreshParts()
var/max_firedelay = 120
var/firedelay = 120
var/min_firedelay = 24
var/power_usage = 350
for(var/obj/item/weapon/stock_parts/micro_laser/L in component_parts)
max_firedelay -= 20 * L.rating
min_firedelay -= 4 * L.rating
firedelay -= 20 * L.rating
maximum_fire_delay = max_firedelay
minimum_fire_delay = min_firedelay
fire_delay = firedelay
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
power_usage -= 50 * M.rating
active_power_usage = power_usage
/obj/machinery/power/emitter/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if (src.anchored)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 270)
return 1
/obj/machinery/power/emitter/AltClick(mob/user)
..()
if(user.incapacitated())
user << "You can't do that right now!"
return
if(!in_range(src, user))
return
else
rotate()
/obj/machinery/power/emitter/initialize()
..()
if(state == 2 && anchored)
connect_to_network()
/obj/machinery/power/emitter/Destroy()
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
message_admins("Emitter deleted at ([x],[y],[z] - JMP)",0,1)
log_game("Emitter deleted at ([x],[y],[z])")
investigate_log("deleted at ([x],[y],[z])","singulo")
return ..()
/obj/machinery/power/emitter/update_icon()
if (active && powernet && avail(active_power_usage))
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user)
src.add_fingerprint(user)
if(state == 2)
if(!powernet)
user << "The emitter isn't connected to a wire!"
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
user << "You turn off \the [src]."
message_admins("Emitter turned off by [key_name_admin(user)](?) (FLW) in ([x],[y],[z] - JMP)",0,1)
log_game("Emitter turned off by [key_name(user)] in ([x],[y],[z])")
investigate_log("turned off by [key_name(user)]","singulo")
else
src.active = 1
user << "You turn on \the [src]."
src.shot_number = 0
src.fire_delay = maximum_fire_delay
investigate_log("turned on by [key_name(user)]","singulo")
update_icon()
else
user << "The controls are locked!"
else
user << "The [src] needs to be firmly secured to the floor first!"
return 1
/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = 1 */
return 1
/obj/machinery/power/emitter/process()
if(stat & (BROKEN))
return
if(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
update_icon()
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
if(!active_power_usage || avail(active_power_usage))
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned on","singulo")
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned off","singulo")
log_game("Emitter lost power in ([x],[y],[z])")
message_admins("Emitter lost power in ([x],[y],[z] - JMP)",0,1)
return
src.last_shot = world.time
if(src.shot_number < 3)
src.fire_delay = 2
src.shot_number ++
else
src.fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
src.shot_number = 0
var/obj/item/projectile/A = PoolOrNew(projectile_type,src.loc)
A.dir = src.dir
playsound(src.loc, projectile_sound, 25, 1)
if(prob(35))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
switch(dir)
if(NORTH)
A.yo = 20
A.xo = 0
if(EAST)
A.yo = 0
A.xo = 20
if(WEST)
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.starting = loc
A.fire()
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off \the [src] first!"
return
switch(state)
if(0)
if(isinspace()) return
state = 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet.")
src.anchored = 0
if(2)
user << "The [src.name] needs to be unwelded from the floor!"
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(active)
user << "Turn off \the [src] first."
return
switch(state)
if(0)
user << "The [src.name] needs to be wrenched to the floor!"
if(1)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld \the [src] to the floor...", \
"You hear welding.")
if (do_after(user,20/W.toolspeed, target = src))
if(!src || !WT.isOn()) return
state = 2
user << "You weld \the [src] to the floor."
connect_to_network()
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut \the [src] free from the floor...", \
"You hear welding.")
if (do_after(user,20/W.toolspeed, target = src))
if(!src || !WT.isOn()) return
state = 1
user << "You cut \the [src] free from the floor."
disconnect_from_network()
return
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "The lock seems to be broken!"
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
user << "You [src.locked ? "lock" : "unlock"] the controls."
else
src.locked = 0 //just in case it somehow gets locked
user << "The controls can only be locked when \the [src] is online!"
else
user << "Access denied."
return
if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
return
if(exchange_parts(user, W))
return
if(default_pry_open(W))
return
default_deconstruction_crowbar(W)
..()
return
/obj/machinery/power/emitter/emag_act(mob/user)
if(!emagged)
locked = 0
emagged = 1
if(user)
user.visible_message("[user.name] emags the [src.name].","You short out the lock.")