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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
341 lines
10 KiB
Plaintext
341 lines
10 KiB
Plaintext
/obj/structure/reflector
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name = "reflector base"
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icon = 'icons/obj/structures.dmi'
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icon_state = "reflector_map"
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desc = "A base for reflector assemblies."
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anchored = FALSE
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density = FALSE
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var/deflector_icon_state
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var/mutable_appearance/deflector_overlay
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var/finished = FALSE
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var/admin = FALSE //Can't be rotated or deconstructed
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var/can_rotate = TRUE
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var/framebuildstacktype = /obj/item/stack/sheet/iron
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var/framebuildstackamount = 5
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var/buildstacktype = /obj/item/stack/sheet/iron
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var/buildstackamount = 0
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var/list/allowed_projectile_typecache = list(/obj/projectile/beam, /obj/projectile/energy/nuclear_particle)
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var/rotation_angle = -1
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/obj/structure/reflector/Initialize(mapload)
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. = ..()
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icon_state = "reflector_base"
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allowed_projectile_typecache = typecacheof(allowed_projectile_typecache)
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if(deflector_icon_state)
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deflector_overlay = mutable_appearance(icon, deflector_icon_state)
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// We offset our physical position DOWN, because TRANSFORM IS A FUCK
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deflector_overlay.pixel_y = -32
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deflector_overlay.pixel_z = 32
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add_overlay(deflector_overlay)
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if(rotation_angle == -1)
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set_angle(dir2angle(dir))
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else
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set_angle(rotation_angle)
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if(admin)
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can_rotate = FALSE
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AddComponent(/datum/component/usb_port, list(
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/obj/item/circuit_component/reflector,
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))
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/obj/structure/reflector/examine(mob/user)
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. = ..()
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if(finished)
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. += "It is set to [rotation_angle] degrees, and the rotation is [can_rotate ? "unlocked" : "locked"]."
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if(!admin)
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if(can_rotate)
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. += span_notice("Use your <b>hand</b> to adjust its direction.")
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. += span_notice("Use a <b>screwdriver</b> to lock the rotation.")
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else
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. += span_notice("Use <b>screwdriver</b> to unlock the rotation.")
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/obj/structure/reflector/proc/set_angle(new_angle)
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if(can_rotate)
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rotation_angle = new_angle
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if(deflector_overlay)
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cut_overlay(deflector_overlay)
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deflector_overlay.transform = turn(matrix(), new_angle)
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add_overlay(deflector_overlay)
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/obj/structure/reflector/setDir(new_dir)
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return ..(NORTH)
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/obj/structure/reflector/bullet_act(obj/projectile/proj)
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var/pdir = proj.dir
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var/pangle = proj.angle
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var/ploc = get_turf(proj)
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if(!finished || !allowed_projectile_typecache[proj.type] || !(proj.dir in GLOB.cardinals))
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return ..()
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if(auto_reflect(proj, pdir, ploc, pangle) != BULLET_ACT_FORCE_PIERCE)
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return ..()
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return BULLET_ACT_FORCE_PIERCE
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/obj/structure/reflector/proc/auto_reflect(obj/projectile/proj, pdir, turf/ploc, pangle)
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proj.ignore_source_check = TRUE
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proj.range = proj.maximum_range
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proj.maximum_range = max(proj.maximum_range--, 0)
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return BULLET_ACT_FORCE_PIERCE
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/obj/structure/reflector/tool_act(mob/living/user, obj/item/tool, list/modifiers)
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if(admin && tool.tool_behaviour)
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return ITEM_INTERACT_BLOCKING
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return ..()
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/obj/structure/reflector/screwdriver_act(mob/living/user, obj/item/tool)
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can_rotate = !can_rotate
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to_chat(user, span_notice("You [can_rotate ? "unlock" : "lock"] [src]'s rotation."))
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tool.play_tool_sound(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/reflector/wrench_act(mob/living/user, obj/item/tool)
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if(anchored)
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to_chat(user, span_warning("Unweld [src] from the floor first!"))
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return ITEM_INTERACT_SUCCESS
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user.visible_message(span_notice("[user] starts to dismantle [src]."), span_notice("You start to dismantle [src]..."))
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if(!tool.use_tool(src, user, 8 SECONDS, volume=50))
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("You dismantle [src]."))
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new framebuildstacktype(drop_location(), framebuildstackamount)
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if(buildstackamount)
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new buildstacktype(drop_location(), buildstackamount)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/reflector/welder_act(mob/living/user, obj/item/tool)
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if(!tool.tool_start_check(user, amount=1))
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return ITEM_INTERACT_BLOCKING
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if(atom_integrity < max_integrity)
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user.visible_message(span_notice("[user] starts to repair [src]."),
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span_notice("You begin repairing [src]..."),
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span_hear("You hear welding."))
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if(tool.use_tool(src, user, 4 SECONDS, volume=40))
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atom_integrity = max_integrity
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user.visible_message(span_notice("[user] repairs [src]."), \
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span_notice("You finish repairing [src]."))
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else if(!anchored)
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user.visible_message(span_notice("[user] starts to weld [src] to the floor."),
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span_notice("You start to weld [src] to the floor..."),
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span_hear("You hear welding."))
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if (tool.use_tool(src, user, 2 SECONDS, volume=50))
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set_anchored(TRUE)
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to_chat(user, span_notice("You weld [src] to the floor."))
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else
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user.visible_message(span_notice("[user] starts to cut [src] free from the floor."),
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span_notice("You start to cut [src] free from the floor..."),
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span_hear("You hear welding."))
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if (tool.use_tool(src, user, 2 SECONDS, volume=50))
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set_anchored(FALSE)
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to_chat(user, span_notice("You cut [src] free from the floor."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/reflector/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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if(admin)
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return
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//Finishing the frame
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else if(istype(W, /obj/item/stack/sheet))
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if(finished)
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return
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var/obj/item/stack/sheet/S = W
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if(istype(S, /obj/item/stack/sheet/glass))
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if(S.use(5))
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new /obj/structure/reflector/single(drop_location())
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qdel(src)
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else
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to_chat(user, span_warning("You need five sheets of glass to create a reflector!"))
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return
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if(istype(S, /obj/item/stack/sheet/rglass))
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if(S.use(10))
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new /obj/structure/reflector/double(drop_location())
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qdel(src)
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else
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to_chat(user, span_warning("You need ten sheets of reinforced glass to create a double reflector!"))
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return
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if(istype(S, /obj/item/stack/sheet/mineral/diamond))
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if(S.use(1))
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new /obj/structure/reflector/box(drop_location())
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qdel(src)
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else
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return ..()
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/obj/structure/reflector/proc/rotate(mob/user)
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if (!can_rotate || admin)
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to_chat(user, span_warning("The rotation is locked!"))
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return FALSE
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var/new_angle = tgui_input_number(user, "New angle for primary reflection face", "Reflector Angle", rotation_angle, 360)
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if(isnull(new_angle) || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return FALSE
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set_angle(SIMPLIFY_DEGREES(new_angle))
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return TRUE
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//TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX
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//SINGLE
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/obj/structure/reflector/single
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name = "reflector"
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deflector_icon_state = "reflector"
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desc = "An angled mirror for reflecting laser beams."
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density = TRUE
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finished = TRUE
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buildstacktype = /obj/item/stack/sheet/glass
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buildstackamount = 5
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/obj/structure/reflector/single/anchored
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anchored = TRUE
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/obj/structure/reflector/single/mapping
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admin = TRUE
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anchored = TRUE
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/obj/structure/reflector/single/auto_reflect(obj/projectile/proj, pdir, turf/ploc, pangle)
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var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (proj.angle + 180))
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if(abs(incidence) > 90 && abs(incidence) < 270)
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return FALSE
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var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
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proj.set_angle_centered(loc, new_angle)
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return ..()
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//DOUBLE
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/obj/structure/reflector/double
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name = "double sided reflector"
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deflector_icon_state = "reflector_double"
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desc = "A double sided angled mirror for reflecting laser beams."
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density = TRUE
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finished = TRUE
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buildstacktype = /obj/item/stack/sheet/rglass
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buildstackamount = 10
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/obj/structure/reflector/double/anchored
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anchored = TRUE
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/obj/structure/reflector/double/mapping
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admin = TRUE
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anchored = TRUE
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/obj/structure/reflector/double/auto_reflect(obj/projectile/proj, pdir, turf/ploc, pangle)
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var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (proj.angle + 180))
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var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
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proj.forceMove(loc)
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proj.set_angle_centered(loc, new_angle)
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return ..()
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//BOX
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/obj/structure/reflector/box
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name = "reflector box"
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deflector_icon_state = "reflector_box"
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desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction."
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density = TRUE
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finished = TRUE
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buildstacktype = /obj/item/stack/sheet/mineral/diamond
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buildstackamount = 1
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/obj/structure/reflector/box/anchored
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anchored = TRUE
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/obj/structure/reflector/box/mapping
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admin = TRUE
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anchored = TRUE
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/obj/structure/reflector/box/auto_reflect(obj/projectile/proj)
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proj.set_angle_centered(loc, rotation_angle)
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return ..()
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/obj/structure/reflector/ex_act()
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if(admin)
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return FALSE
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return ..()
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/obj/structure/reflector/singularity_act()
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if(admin)
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return
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else
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return ..()
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// USB
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/obj/item/circuit_component/reflector
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display_name = "Reflector"
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desc = "Allows you to adjust the angle of a reflector."
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circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL
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///angle the reflector will be set to at trigger unless locked
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var/datum/port/input/angle
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var/obj/structure/reflector/attached_reflector
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/obj/item/circuit_component/reflector/populate_ports()
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angle = add_input_port("Angle", PORT_TYPE_NUMBER)
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/obj/item/circuit_component/reflector/register_usb_parent(atom/movable/parent)
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. = ..()
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if(istype(parent, /obj/structure/reflector))
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attached_reflector = parent
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/obj/item/circuit_component/reflector/unregister_usb_parent(atom/movable/parent)
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attached_reflector = null
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return ..()
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/obj/item/circuit_component/reflector/input_received(datum/port/input/port)
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attached_reflector?.set_angle(angle.value)
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// tgui menu
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/obj/structure/reflector/ui_interact(mob/user, datum/tgui/ui)
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if(!finished)
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user.balloon_alert(user, "nothing to rotate!")
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return
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if(!can_rotate)
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user.balloon_alert(user, "can't rotate!")
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return
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Reflector")
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ui.open()
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/obj/structure/reflector/attack_robot(mob/user)
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ui_interact(user)
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return
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/obj/structure/reflector/ui_state(mob/user)
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return GLOB.physical_state //Prevents borgs from adjusting this at range
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/obj/structure/reflector/ui_data(mob/user)
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var/list/data = list()
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data["rotation_angle"] = rotation_angle
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data["reflector_name"] = name
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return data
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/obj/structure/reflector/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("rotate")
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if (!can_rotate || admin)
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return FALSE
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var/new_angle = params["rotation_angle"]
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if(!isnull(new_angle))
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set_angle(SIMPLIFY_DEGREES(new_angle))
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return TRUE
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if("calculate")
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if (!can_rotate || admin)
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return FALSE
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var/new_angle = rotation_angle + params["rotation_angle"]
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if(!isnull(new_angle))
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set_angle(SIMPLIFY_DEGREES(new_angle))
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return TRUE
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/obj/structure/reflector/wrenched
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/obj/structure/reflector/wrenched/Initialize(mapload)
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. = ..()
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set_anchored(TRUE)
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