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* Standardize Welder Fuel Usage (#76021) Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑 * Standardize Welder Fuel Usage --------- Co-authored-by: Couls <coul422@gmail.com>
333 lines
10 KiB
Plaintext
333 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/tool_act(mob/living/user, obj/item/tool, tool_type, is_right_clicking)
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if(admin)
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return FALSE
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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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_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 TOOL_ACT_TOOLTYPE_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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