Files
Bubberstation/code/modules/assembly/infrared.dm
SkyratBot 192fe376a4 [MIRROR] Allows more than two assemblies to be connected together [MDB IGNORE] (#12150)
* Allows more than two assemblies to be connected together (#65240)

This PR changes how assemblies and assembly holders work, and allows you to connect more than just a signaler and an igniter together. You could have a signaler, a repeating timer, and an igniter together to constantly produce sparks. Making the assembly holder is the same as before, but now you can add assemblies to it. This also allows signalers to be triggered via right clicking them while holding them in your active hand.

* Allows more than two assemblies to be connected together

Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
2022-03-17 16:18:18 -07:00

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/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/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(mapload)
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
AddComponent(/datum/component/simple_rotation, AfterRotation = CALLBACK(src, .proc/AfterRotation))
/obj/item/assembly/infra/proc/AfterRotation(mob/user, degrees)
refreshBeam()
/obj/item/assembly/infra/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += span_notice("The infrared trigger is [on?"on":"off"].")
/obj/item/assembly/infra/activate()
if(!..())
return FALSE //Cooldown check
on = !on
refreshBeam()
update_appearance()
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_appearance()
return secured
/obj/item/assembly/infra/update_appearance(updates=ALL)
. = ..()
holder?.update_appearance(updates)
/obj/item/assembly/infra/update_overlays()
. = ..()
attached_overlays = list()
if(!on)
return
. += "infrared_on"
attached_overlays += "infrared_on"
if(visible && secured)
. += "infrared_visible"
attached_overlays += "infrared_visible"
/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))
I.icon_state = "[initial(I.icon_state)]_l" //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.set_density(TRUE)
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.set_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(mob/user, list/modifiers)
. = ..()
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("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.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/gone, direction)
SIGNAL_HANDLER
if(QDELETED(src))
return
if(src == gone || istype(gone, /obj/effect/beam/i_beam))
return
if(isitem(gone))
var/obj/item/I = gone
if (I.item_flags & ABSTRACT)
return
INVOKE_ASYNC(src, .proc/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, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "InfraredEmitter", name)
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_appearance()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "ibeam"
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
pass_flags_self = LETPASSTHROW
var/obj/item/assembly/infra/master
/obj/effect/beam/i_beam/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/beam/i_beam/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
SIGNAL_HANDLER
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
INVOKE_ASYNC(master, /obj/item/assembly/infra.proc/trigger_beam, AM, get_turf(src))