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## About The Pull Request Removes all of the duplicate global lists for specific machine types where the only thing they do is store all machines of that type. Adds machine tracking to SSmachines in the form of a list for all machines, and then an associative list for machines by their type. Previously we have machines in multiple global lists, such as airlocks being in GLOB.doors, GLOB.airlocks, GLOB.machines. This makes that not a thing, and also means that iterating through GLOB.machines looking for a specific type is no longer as expensive.
238 lines
8.2 KiB
Plaintext
238 lines
8.2 KiB
Plaintext
/obj/item/assembly/control
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name = "blast door controller"
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desc = "A small electronic device able to control a blast door remotely."
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icon_state = "control"
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attachable = TRUE
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/// The ID of the blast door electronics to match to the ID of the blast door being used.
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var/id = null
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/// Cooldown of the door's controller. Updates when pressed (activate())
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var/cooldown = FALSE
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var/sync_doors = TRUE
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/obj/item/assembly/control/examine(mob/user)
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. = ..()
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if(id)
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. += span_notice("Its channel ID is '[id]'.")
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/obj/item/assembly/control/multitool_act(mob/living/user)
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var/change_id = tgui_input_number(user, "Set the door controllers ID", "Door ID", id, 100)
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if(!change_id || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return
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id = change_id
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balloon_alert(user, "id changed")
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to_chat(user, span_notice("You change the ID to [id]."))
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/obj/item/assembly/control/activate()
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var/openclose
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/door/poddoor/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor))
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if(M.id == src.id)
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if(openclose == null || !sync_doors)
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openclose = M.density
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INVOKE_ASYNC(M, openclose ? TYPE_PROC_REF(/obj/machinery/door/poddoor, open) : TYPE_PROC_REF(/obj/machinery/door/poddoor, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/curtain
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name = "curtain controller"
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desc = "A small electronic device able to control a mechanical curtain remotely."
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/obj/item/assembly/control/curtain/examine(mob/user)
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. = ..()
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if(id)
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. += span_notice("Its channel ID is '[id]'.")
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/obj/item/assembly/control/curtain/activate()
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var/openclose
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/structure/curtain/cloth/fancy/mechanical/M in GLOB.curtains)
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if(M.id == src.id)
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if(openclose == null || !sync_doors)
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openclose = M.density
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INVOKE_ASYNC(M, openclose ? TYPE_PROC_REF(/obj/structure/curtain/cloth/fancy/mechanical, open) : TYPE_PROC_REF(/obj/structure/curtain/cloth/fancy/mechanical, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 5)
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/obj/item/assembly/control/airlock
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name = "airlock controller"
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desc = "A small electronic device able to control an airlock remotely."
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id = "badmin" // Set it to null for MEGAFUN.
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var/specialfunctions = OPEN
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/*
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Bitflag, 1= open (OPEN)
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2= idscan (IDSCAN)
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4= bolts (BOLTS)
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8= shock (SHOCK)
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16= door safties (SAFE)
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*/
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/obj/item/assembly/control/airlock/activate()
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if(cooldown)
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return
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cooldown = TRUE
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var/doors_need_closing = FALSE
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var/list/obj/machinery/door/airlock/open_or_close = list()
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for(var/obj/machinery/door/airlock/D as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/airlock))
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if(D.id_tag == src.id)
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if(specialfunctions & OPEN)
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open_or_close += D
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if(!D.density)
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doors_need_closing = TRUE
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if(specialfunctions & IDSCAN)
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D.aiDisabledIdScanner = !D.aiDisabledIdScanner
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if(specialfunctions & BOLTS)
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if(!D.wires.is_cut(WIRE_BOLTS) && D.hasPower())
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if(D.locked)
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D.unlock()
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else
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D.lock()
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D.update_appearance()
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if(specialfunctions & SHOCK)
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if(D.secondsElectrified)
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D.set_electrified(MACHINE_ELECTRIFIED_PERMANENT, usr)
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else
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D.set_electrified(MACHINE_NOT_ELECTRIFIED, usr)
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if(specialfunctions & SAFE)
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D.safe = !D.safe
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for(var/D in open_or_close)
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INVOKE_ASYNC(D, doors_need_closing ? TYPE_PROC_REF(/obj/machinery/door/airlock, close) : TYPE_PROC_REF(/obj/machinery/door/airlock, open))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/massdriver
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name = "mass driver controller"
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desc = "A small electronic device able to control a mass driver."
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/obj/item/assembly/control/massdriver/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/door/poddoor/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor))
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/door/poddoor, open))
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addtimer(CALLBACK(src, PROC_REF(activate_stage2)), 1 SECONDS)
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/obj/item/assembly/control/massdriver/proc/activate_stage2()
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for(var/obj/machinery/mass_driver/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/mass_driver))
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if(M.id == src.id)
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M.drive()
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addtimer(CALLBACK(src, PROC_REF(activate_stage3)), 6 SECONDS)
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/obj/item/assembly/control/massdriver/proc/activate_stage3()
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for(var/obj/machinery/door/poddoor/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor))
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/door/poddoor, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/igniter
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name = "ignition controller"
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desc = "A remote controller for a mounted igniter."
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/obj/item/assembly/control/igniter/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/sparker/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/sparker))
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/sparker, ignite))
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for(var/obj/machinery/igniter/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/igniter))
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if(M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/igniter, toggle))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 30)
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/obj/item/assembly/control/flasher
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name = "flasher controller"
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desc = "A remote controller for a mounted flasher."
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/obj/item/assembly/control/flasher/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/flasher/M as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/flasher))
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if(M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/flasher, flash))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
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/obj/item/assembly/control/crematorium
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name = "crematorium controller"
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desc = "An evil-looking remote controller for a crematorium."
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/obj/item/assembly/control/crematorium/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for (var/obj/structure/bodycontainer/crematorium/C in GLOB.crematoriums)
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if (C.id == id)
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C.cremate(usr)
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
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/obj/item/assembly/control/tram
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name = "tram call button"
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desc = "A small device used to bring trams to you."
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///for finding the landmark initially - should be the exact same as the landmark's destination id.
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var/initial_id
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///ID to link to allow us to link to one specific tram in the world
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var/specific_lift_id = MAIN_STATION_TRAM
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///this is our destination's landmark, so we only have to find it the first time.
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var/datum/weakref/destination_platform
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/obj/item/assembly/control/tram/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/item/assembly/control/tram/LateInitialize()
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. = ..()
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//find where the tram needs to go to (our destination). only needs to happen the first time
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for(var/obj/effect/landmark/tram/our_destination as anything in GLOB.tram_landmarks[specific_lift_id])
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if(our_destination.platform_code == initial_id)
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destination_platform = WEAKREF(our_destination)
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break
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/obj/item/assembly/control/tram/Destroy()
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destination_platform = null
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return ..()
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/obj/item/assembly/control/tram/activate()
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if(cooldown)
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return
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cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 2 SECONDS)
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var/datum/lift_master/tram/tram
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for(var/datum/lift_master/tram/possible_match as anything in GLOB.active_lifts_by_type[TRAM_LIFT_ID])
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if(possible_match.specific_lift_id == specific_lift_id)
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tram = possible_match
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break
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if(!tram || !tram.is_operational) //tram is QDEL or has no power
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say("The tram is not in service. Please send a technician to repair the internals of the tram.")
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return
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if(tram.travelling) //in use
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say("The tram is already travelling to [tram.idle_platform].")
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return
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if(!destination_platform)
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return
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var/obj/effect/landmark/tram/current_location = destination_platform.resolve()
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if(!current_location)
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return
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if(tram.idle_platform == current_location) //already here
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say("The tram is already here. Please board the tram and select a destination.")
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return
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say("The tram has been called to [current_location.name]. Please wait for its arrival.")
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tram.tram_travel(current_location)
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