Files
Bubberstation/code/modules/assembly/infrared.dm
phil235 27302aa6ae Fixes not being able to hear the beeping of infrared beam, timer and proximity sensor in the dark.
All assembly items start secured (ready).
Fixes certain assembly items being usable while unsecured and not getting the unsecured warning message.
2014-11-22 22:56:13 +01:00

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/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
m_amt = 1000
g_amt = 500
origin_tech = "magnets=2"
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
var/obj/effect/beam/i_beam/last = null
/obj/item/device/assembly/infra/describe()
return "The infrared trigger is [on?"on":"off"]."
/obj/item/device/assembly/infra/activate()
if(!..()) return 0//Cooldown check
on = !on
update_icon()
return 1
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
on = 0
if(first) qdel(first)
processing_objects.Remove(src)
update_icon()
return secured
/obj/item/device/assembly/infra/update_icon()
overlays.Cut()
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/infra/process()
if(!on)
if(first)
qdel(first)
return
if(!secured)
return
if(first && last)
last.process()
return
var/turf/T = get_turf(src)
if(T)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.dir = dir
first = I
step(I, I.dir)
if(first)
I.density = 0
I.vis_spread(visible)
I.limit = 8
I.process()
/obj/item/device/assembly/infra/attack_hand()
qdel(first)
..()
return
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
dir = t
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder) return 0
// dir = holder.dir
qdel(first)
return 1
/obj/item/device/assembly/infra/proc/trigger_beam()
if((!secured)||(!on)||(cooldown > 0))
return 0
pulse(0)
if(src.loc)
src.loc.audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
spawn(10)
process_cooldown()
return
/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
if(is_secured(user))
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
/obj/item/device/assembly/infra/Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
if(usr.stat || !usr.canmove || usr.restrained())
return
dir = turn(dir, 90)
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/effect/beam/i_beam/previous = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
/obj/effect/beam/i_beam/proc/hit()
if(master)
master.trigger_beam()
qdel(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
visible = v
if(next)
next.vis_spread(v)
/obj/effect/beam/i_beam/process()
if((loc.density || !(master)))
qdel(src)
return
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
invisibility = 0
else
invisibility = 0
if(!next && (limit > 0))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.dir = dir
I.previous = src
next = I
step(I, I.dir)
if(next)
I.density = 0
I.vis_spread(visible)
I.limit = limit - 1
master.last = I
I.process()
/obj/effect/beam/i_beam/Bump()
qdel(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
hit()
/obj/effect/beam/i_beam/Destroy()
if(master.first == src)
master.first = null
if(next)
qdel(next)
next = null
if(previous)
previous.next = null
master.last = previous
..()