mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-22 23:15:13 +00:00
203 lines
6.1 KiB
Plaintext
203 lines
6.1 KiB
Plaintext
/obj/item/weapon/electronics/firealarm
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name = "fire alarm electronics"
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desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\""
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/obj/item/wallframe/firealarm
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name = "fire alarm frame"
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desc = "Used for building Fire Alarms"
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icon = 'icons/obj/monitors.dmi'
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icon_state = "fire_bitem"
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result_path = /obj/machinery/firealarm
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/obj/machinery/firealarm
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name = "fire alarm"
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desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "fire0"
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anchored = 1
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 6
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power_channel = ENVIRON
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var/detecting = 1
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var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
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/obj/machinery/firealarm/New(loc, dir, building)
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..()
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if(dir)
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src.dir = dir
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if(building)
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buildstage = 0
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panel_open = 1
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
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pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
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update_icon()
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/obj/machinery/firealarm/power_change()
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..()
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update_icon()
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/obj/machinery/firealarm/update_icon()
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src.overlays = list()
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var/area/A = src.loc
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A = A.loc
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if(panel_open)
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icon_state = "fire_b[buildstage]"
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return
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else
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icon_state = "fire0"
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if(stat & NOPOWER)
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return
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if(stat & BROKEN)
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icon_state = "firex"
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return
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overlays += "overlay_[security_level]"
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if(detecting)
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overlays += "overlay_[A.fire ? "fire" : "clear"]"
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else
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overlays += "overlay_fire"
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/obj/machinery/firealarm/bullet_act(BLAH)
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if(prob(50))
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alarm()
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/obj/machinery/firealarm/emp_act(severity)
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if(prob(50 / severity))
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alarm()
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/obj/machinery/firealarm/emag_act(mob/user)
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if(!emagged)
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emagged = 1
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if(user)
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user.visible_message("<span class='warning'>Sparks fly out of the [src]!</span>",
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"<span class='notice'>You emag the [src], disabling its thermal sensors.</span>")
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playsound(src.loc, 'sound/effects/sparks4.ogg', 50, 1)
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/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
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if(!emagged && detecting && temperature > T0C + 200)
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alarm()
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/obj/machinery/firealarm/proc/alarm()
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if(!is_operational())
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return
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var/area/A = get_area(src)
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A.firealert(src)
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playsound(src.loc, 'sound/ambience/signal.ogg', 75, 0)
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/obj/machinery/firealarm/proc/alarm_in(time)
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addtimer(src, "alarm", time, FALSE)
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/obj/machinery/firealarm/proc/reset()
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if(!is_operational())
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return
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var/area/A = get_area(src)
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A.firereset(src)
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/obj/machinery/firealarm/proc/reset_in(time)
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addtimer(src, "reset", time, FALSE)
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/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
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datum/tgui/master_ui = null, datum/ui_state/state = default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "firealarm", name, 300, 150, master_ui, state)
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ui.open()
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/obj/machinery/firealarm/ui_data(mob/user)
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var/list/data = list()
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data["emagged"] = emagged
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data["seclevel"] = get_security_level()
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var/area/A = get_area(src)
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data["alarm"] = A.fire
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return data
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/obj/machinery/firealarm/ui_act(action, params)
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if(..() || buildstage != 2)
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return
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switch(action)
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if("reset")
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reset()
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. = TRUE
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if("alarm")
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alarm()
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. = TRUE
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/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver) && buildstage == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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panel_open = !panel_open
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user << "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>"
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update_icon()
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return
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if(panel_open)
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switch(buildstage)
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if(2)
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if(istype(W, /obj/item/device/multitool))
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detecting = !detecting
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if (src.detecting)
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user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
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else
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user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
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return
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else if (istype(W, /obj/item/weapon/wirecutters))
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buildstage = 1
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
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var/obj/item/stack/cable_coil/coil = new /obj/item/stack/cable_coil()
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coil.amount = 5
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coil.loc = user.loc
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user << "<span class='notice'>You cut the wires from \the [src].</span>"
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update_icon()
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return
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if(1)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.get_amount() < 5)
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user << "<span class='warning'>You need more cable for this!</span>"
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else
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coil.use(5)
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buildstage = 2
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user << "<span class='notice'>You wire \the [src].</span>"
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update_icon()
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return
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else if(istype(W, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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user.visible_message("[user.name] removes the electronics from [src.name].", \
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"<span class='notice'>You start prying out the circuit...</span>")
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if(do_after(user, 20/W.toolspeed, target = src))
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if(buildstage == 1)
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if(stat & BROKEN)
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user << "<span class='notice'>You remove the destroyed circuit.</span>"
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else
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user << "<span class='notice'>You pry out the circuit.</span>"
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new /obj/item/weapon/electronics/firealarm(user.loc)
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buildstage = 0
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update_icon()
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return
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if(0)
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if(istype(W, /obj/item/weapon/electronics/firealarm))
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user << "<span class='notice'>You insert the circuit.</span>"
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qdel(W)
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buildstage = 1
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update_icon()
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return
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else if(istype(W, /obj/item/weapon/wrench))
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user.visible_message("[user] removes the fire alarm assembly from the wall.", \
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"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
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var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
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frame.loc = user.loc
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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qdel(src)
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return
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return ..() |