Files
Bubberstation/code/modules/assembly/timer.dm
SmArtKar 02b57cf750 Resprited assemblies (#85763)
## About The Pull Request

Refreshes absolutely ancient assembly sprites in 3/4 format


![image](https://github.com/user-attachments/assets/433b25d2-b1be-423e-9423-d71067ee54b5)
Top to bottom, left to right: voice analyzer, health scanner, condenser,
igniter, proximity detector (now inspired by IRL motion detectors),
remote signaller, timer and infrared beam emitter. Timers now also show
time left with their blinking lights, additional lights will blink for
every 10 seconds remaining on the timer

## Why It's Good For The Game
Current ones are absolutely ancient and rather abstract, I am honestly
not even sure what half of them were supposed to represent.

## Changelog
🆑
image: Resprited all main assemblies
/🆑
2024-08-14 12:19:36 +02:00

135 lines
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/obj/item/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/timing = FALSE
var/time = 10
var/saved_time = 10
var/loop = FALSE
var/hearing_range = 3
/obj/item/assembly/timer/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] looks at the timer and decides [user.p_their()] fate! It looks like [user.p_theyre()] going to commit suicide!"))
activate()//doesnt rely on timer_end to prevent weird metas where one person can control the timer and therefore someone's life. (maybe that should be how it works...)
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), time SECONDS)//kill yourself once the time runs out
return MANUAL_SUICIDE
/obj/item/assembly/timer/proc/manual_suicide(mob/living/user)
user.visible_message(span_suicide("[user]'s time is up!"))
user.adjustOxyLoss(200)
user.death(FALSE)
/obj/item/assembly/timer/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/assembly/timer/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/timer/examine(mob/user)
. = ..()
. += span_notice("The timer is [timing ? "counting down from [time]":"set for [time] seconds"].")
/obj/item/assembly/timer/activate()
if(!..())
return FALSE//Cooldown check
timing = !timing
update_appearance()
return TRUE
/obj/item/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_appearance()
return secured
/obj/item/assembly/timer/proc/timer_end()
if(secured && next_activate <= world.time)
pulse()
audible_message(span_infoplain("[icon2html(src, hearers(src))] *beep* *beep* *beep*"), 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)
if(loop)
timing = TRUE
update_appearance()
/obj/item/assembly/timer/process(seconds_per_tick)
if(!timing)
return
time -= seconds_per_tick
if (time == 9 || time == 19 || time == 29)
update_appearance()
if(time <= 0)
timing = FALSE
timer_end()
time = saved_time
/obj/item/assembly/timer/update_appearance()
. = ..()
holder?.update_appearance()
/obj/item/assembly/timer/update_overlays()
. = ..()
attached_overlays = list()
if(!timing)
return
attached_overlays += "timer_timing"
for (var/i in 1 to clamp(ceil(time / 10), 1, 3))
var/mutable_appearance/timer_light = mutable_appearance(icon, "timer_light", layer, src)
timer_light.pixel_x = (i - 1) * 2
. += timer_light
/obj/item/assembly/timer/ui_status(mob/user, datum/ui_state/state)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/timer/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Timer", name)
ui.open()
/obj/item/assembly/timer/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["loop"] = loop
return data
/obj/item/assembly/timer/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("time")
timing = !timing
if(timing && istype(holder, /obj/item/transfer_valve))
log_bomber(usr, "activated a", src, "attachment on [holder]")
update_appearance()
. = TRUE
if("repeat")
loop = !loop
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 1, 600)
saved_time = time
. = TRUE