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https://github.com/Bubberstation/Bubberstation.git
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184 lines
5.7 KiB
Plaintext
184 lines
5.7 KiB
Plaintext
/obj/item/assembly_holder
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name = "Assembly"
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icon = 'icons/obj/devices/new_assemblies.dmi'
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icon_state = "assembly_holder"
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inhand_icon_state = "assembly"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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throwforce = 5
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 2
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throw_range = 7
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/// used to store the list of assemblies making up our assembly holder
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var/list/obj/item/assembly/assemblies
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/obj/item/assembly_holder/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/item/assembly_holder/Destroy()
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QDEL_LAZYLIST(assemblies)
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return ..()
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/obj/item/assembly_holder/Exited(atom/movable/gone, direction)
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. = ..()
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LAZYREMOVE(assemblies, gone)
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/obj/item/assembly_holder/IsAssemblyHolder()
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return TRUE
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/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
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attach(A,user)
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attach(A2,user)
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name = "[A.name]-[A2.name] assembly"
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update_appearance()
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SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
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/**
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* on_attach: Pass on_attach message to child assemblies
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*
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*/
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/obj/item/assembly_holder/proc/on_attach()
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var/obj/item/newloc = loc
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if(!newloc.IsSpecialAssembly() && !newloc.IsAssemblyHolder())
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return
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for(var/obj/item/assembly/assembly in assemblies)
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assembly.on_attach()
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/obj/item/assembly_holder/proc/try_add_assembly(obj/item/assembly/attached_assembly, mob/user)
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if(attached_assembly.secured)
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balloon_alert(user, "not attachable!")
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return FALSE
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if(LAZYLEN(assemblies) >= HOLDER_MAX_ASSEMBLIES)
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balloon_alert(user, "too many assemblies!")
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return FALSE
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if(attached_assembly.assembly_flags & ASSEMBLY_NO_DUPLICATES)
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if(locate(attached_assembly.type) in assemblies)
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balloon_alert(user, "can't attach another of that!")
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return FALSE
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add_assembly(attached_assembly, user)
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balloon_alert(user, "part attached")
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return TRUE
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/**
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* Adds an assembly to the assembly holder
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*
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* This proc is used to add an assembly to the assembly holder, update the appearance, and the name of it.
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* Arguments:
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* * attached_assembly - assembly we are adding to the assembly holder
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* * user - user we pass into attach()
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*/
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/obj/item/assembly_holder/proc/add_assembly(obj/item/assembly/attached_assembly, mob/user)
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attach(attached_assembly, user)
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name = ""
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for(var/obj/item/assembly/assembly as anything in assemblies)
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name += "[assembly.name]-"
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name = splicetext(name, length(name), length(name) + 1, "")
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name += " assembly"
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update_appearance()
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/obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user)
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if(!A.remove_item_from_storage(src, user))
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if(user)
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user.transferItemToLoc(A, src)
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else
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A.forceMove(src)
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A.holder = src
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A.toggle_secure()
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LAZYADD(assemblies, A)
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A.holder_movement()
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A.on_attach()
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/obj/item/assembly_holder/update_appearance(updates=ALL)
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. = ..()
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master?.update_appearance(updates)
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/obj/item/assembly_holder/update_overlays()
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. = ..()
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for(var/i in 1 to LAZYLEN(assemblies))
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if(IS_LEFT_INDEX(i))
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var/obj/item/assembly/assembly = assemblies[i]
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. += mutable_appearance(assembly.icon, "[assembly.icon_state]_left")
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for(var/left_overlay in assembly.attached_overlays)
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. += "[left_overlay]_l"
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if(IS_RIGHT_INDEX(i))
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var/obj/item/assembly/assembly = assemblies[i]
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var/mutable_appearance/right = mutable_appearance(assembly.icon, "[assembly.icon_state]_left")
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right.transform = matrix(-1, 0, 0, 0, 1, 0)
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for(var/right_overlay in assembly.attached_overlays)
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right.add_overlay("[right_overlay]_l")
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. += right
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/obj/item/assembly_holder/on_found(mob/finder)
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.on_found(finder)
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/obj/item/assembly_holder/setDir()
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. = ..()
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.holder_movement()
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/obj/item/assembly_holder/dropped(mob/user)
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. = ..()
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.dropped()
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/obj/item/assembly_holder/attack_hand(mob/living/user, list/modifiers)//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
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. = ..()
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if(.)
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return
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.attack_hand(user, modifiers) // Note override in assembly.dm to prevent side effects here
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/obj/item/assembly_holder/attackby(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
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if(isassembly(weapon))
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try_add_assembly(weapon, user)
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return
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return ..()
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/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool)
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loc.balloon_alert(user, "disassembled")
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/item/assembly_holder/atom_deconstruct(disassembled)
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.on_detach()
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LAZYREMOVE(assemblies, assembly)
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/obj/item/assembly_holder/attack_self(mob/user)
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src.add_fingerprint(user)
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if(LAZYLEN(assemblies) == 1)
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balloon_alert(user, "part missing!")
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return
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for(var/obj/item/assembly/assembly as anything in assemblies)
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assembly.attack_self(user)
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/**
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* this proc is used to process the activation of the assembly holder
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*
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* This proc is usually called by signalers, timers, or anything that can trigger and
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* send a pulse to the assembly holder, which then calls this proc that actually activates the assemblies
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* Arguments:
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* * /obj/device - the device we sent the pulse from which called this proc
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*/
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/obj/item/assembly_holder/proc/process_activation(obj/device)
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if(!device)
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return FALSE
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if(LAZYLEN(assemblies) >= 2)
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for(var/obj/item/assembly/assembly as anything in assemblies)
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if(assembly != device)
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assembly.pulsed()
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if(master)
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master.receive_signal()
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return TRUE
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