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## About The Pull Request [Fixes static lights not moving](ffef43c05a) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](de73a63bd4) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑
49 lines
1.4 KiB
Plaintext
49 lines
1.4 KiB
Plaintext
/**
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* # Bot
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*
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* Immobile (but not dense) shells that can interact with world.
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*/
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/obj/structure/bot
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name = "bot"
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icon = 'icons/obj/science/circuits.dmi'
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icon_state = "setup_medium_box"
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density = FALSE
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light_system = OVERLAY_LIGHT
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light_on = FALSE
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/obj/structure/bot/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/shell, \
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unremovable_circuit_components = list(new /obj/item/circuit_component/bot), \
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capacity = SHELL_CAPACITY_LARGE, \
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shell_flags = SHELL_FLAG_USB_PORT, \
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)
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/obj/item/circuit_component/bot
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display_name = "Bot"
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desc = "Triggers when someone interacts with the bot."
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/// Called when attack_hand is called on the shell.
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var/datum/port/output/signal
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/// The user who used the bot
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var/datum/port/output/entity
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/obj/item/circuit_component/bot/populate_ports()
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entity = add_output_port("User", PORT_TYPE_USER)
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signal = add_output_port("Signal", PORT_TYPE_SIGNAL)
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/obj/item/circuit_component/bot/register_shell(atom/movable/shell)
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RegisterSignal(shell, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
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/obj/item/circuit_component/bot/unregister_shell(atom/movable/shell)
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UnregisterSignal(shell, COMSIG_ATOM_ATTACK_HAND)
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/obj/item/circuit_component/bot/proc/on_attack_hand(atom/source, mob/user)
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SIGNAL_HANDLER
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source.balloon_alert(user, "pushed button")
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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entity.set_output(user)
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signal.set_output(COMPONENT_SIGNAL)
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