Files
Bubberstation/code/modules/assembly/proximity.dm
John Willard aace5f46f4 You can do more things while floored (#81641)
## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
2024-02-26 18:34:20 +01:00

181 lines
4.9 KiB
Plaintext

/obj/item/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*8, /datum/material/glass=SMALL_MATERIAL_AMOUNT * 2)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/scanning = FALSE
var/timing = FALSE
var/time = 20
var/sensitivity = 0
var/hearing_range = 3
///Proximity monitor associated with this atom, needed for it to work.
var/datum/proximity_monitor/proximity_monitor
/obj/item/assembly/prox_sensor/Initialize(mapload)
. = ..()
proximity_monitor = new(src, 0)
START_PROCESSING(SSobj, src)
/obj/item/assembly/prox_sensor/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(proximity_monitor)
return ..()
/obj/item/assembly/prox_sensor/examine(mob/user)
. = ..()
. += span_notice("The proximity sensor is [timing ? "arming" : (scanning ? "armed" : "disarmed")].")
/obj/item/assembly/prox_sensor/activate()
if(!..())
return FALSE //Cooldown check
if(!scanning)
timing = !timing
else
scanning = FALSE
update_appearance()
return TRUE
/obj/item/assembly/prox_sensor/dropped()
. = ..()
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor?.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/on_attach()
. = ..()
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/on_detach()
. = ..()
if(!.)
return
else
// Pick the first valid object in this list:
// Wiring datum's owner
// assembly holder's attached object
// assembly holder itself
// us
proximity_monitor.set_host(connected?.holder || holder?.master || holder || src, src)
/obj/item/assembly/prox_sensor/toggle_secure()
secured = !secured
if(!secured)
if(scanning)
toggle_scan()
proximity_monitor.set_host(src, src)
timing = FALSE
STOP_PROCESSING(SSobj, src)
else
START_PROCESSING(SSobj, src)
proximity_monitor.set_host(loc,src)
update_appearance()
return secured
/obj/item/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
sense()
/obj/item/assembly/prox_sensor/proc/sense()
if(!scanning || !secured || next_activate > world.time)
return FALSE
next_activate = world.time + (3 SECONDS) // this must happen before anything else
pulse()
audible_message("<span class='infoplain'>[icon2html(src, hearers(src))] *beep* *beep* *beep*</span>", null, hearing_range)
for(var/mob/hearing_mob in get_hearers_in_view(hearing_range, src))
hearing_mob.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
/obj/item/assembly/prox_sensor/process(seconds_per_tick)
if(!timing)
return
time -= seconds_per_tick
if(time <= 0)
timing = FALSE
toggle_scan(TRUE)
time = initial(time)
/obj/item/assembly/prox_sensor/proc/toggle_scan(scan)
if(!secured)
return FALSE
scanning = scan
proximity_monitor.set_range(scanning ? sensitivity : 0)
update_appearance()
/obj/item/assembly/prox_sensor/proc/sensitivity_change(value)
var/sense = min(max(sensitivity + value, 0), 5)
sensitivity = sense
if(scanning && proximity_monitor.set_range(sense))
sense()
/obj/item/assembly/prox_sensor/update_appearance()
. = ..()
holder?.update_appearance()
/obj/item/assembly/prox_sensor/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
. += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
. += "prox_scanning"
attached_overlays += "prox_scanning"
/obj/item/assembly/prox_sensor/ui_status(mob/user, datum/ui_state/state)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/prox_sensor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ProximitySensor", name)
ui.open()
/obj/item/assembly/prox_sensor/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["scanning"] = scanning
data["sensitivity"] = sensitivity
return data
/obj/item/assembly/prox_sensor/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("scanning")
toggle_scan(!scanning)
. = TRUE
if("sense")
var/value = text2num(params["range"])
if(value)
sensitivity_change(value)
. = TRUE
if("time")
timing = !timing
update_appearance()
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 0, 600)
. = TRUE