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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
340 lines
10 KiB
Plaintext
340 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/P)
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var/pdir = P.dir
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var/pangle = P.Angle
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var/ploc = get_turf(P)
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if(!finished || !allowed_projectile_typecache[P.type] || !(P.dir in GLOB.cardinals))
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return ..()
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if(auto_reflect(P, 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/P, pdir, turf/ploc, pangle)
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P.ignore_source_check = TRUE
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P.range = P.decayedRange
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P.decayedRange = max(P.decayedRange--, 0)
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return BULLET_ACT_FORCE_PIERCE
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/obj/structure/reflector/item_interaction(mob/living/user, obj/item/tool, list/modifiers, is_right_clicking)
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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
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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
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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, params)
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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/P, pdir, turf/ploc, pangle)
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var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.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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P.set_angle_centered(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/P, pdir, turf/ploc, pangle)
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var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180))
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var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
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P.set_angle_centered(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/P)
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P.set_angle_centered(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, params)
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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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