Files
Bubberstation/code/game/gamemodes/nuclear/pinpointer.dm
oranges 3a77ae76d9 oh god jc_a_bomb (#19668)
Seriously lets not search the machine list every tick when we are
already housekeeping nuclear bombs on their own global list
2016-08-03 00:34:36 -05:00

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//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/weapon/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinoff"
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL = 500, MAT_GLASS = 250)
var/active = FALSE
var/atom/movable/target = null //The thing we're searching for
var/atom/movable/constant_target = null //The thing we're always focused on, if we're in the right mode
var/target_x = 0 //The target coordinates if we're tracking those
var/target_y = 0
var/nuke_warning = FALSE // If we've set off a miniature alarm about an armed nuke
var/mode = TRACK_NUKE_DISK //What are we looking for?
/obj/item/weapon/pinpointer/New()
..()
pinpointer_list += src
/obj/item/weapon/pinpointer/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/weapon/pinpointer/attack_self(mob/living/user)
active = !active
user.visible_message("<span class='notice'>[user] [active ? "" : "de"]activates their pinpointer.</span>", "<span class='notice'>You [active ? "" : "de"]activate your pinpointer.</span>")
playsound(user, 'sound/items/Screwdriver2.ogg', 50, 1)
icon_state = "pin[active ? "onnull" : "off"]"
if(active)
START_PROCESSING(SSfastprocess, src)
else
target = null //Restarting the pinpointer forces a target reset
STOP_PROCESSING(SSfastprocess, src)
/obj/item/weapon/pinpointer/attackby(obj/item/I, mob/living/user, params)
if(mode != TRACK_ATOM)
return ..()
user.visible_message("<span class='notice'>[user] tunes [src] to [I].</span>", "<span class='notice'>You fine-tune [src]'s tracking to track [I].</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
constant_target = I
/obj/item/weapon/pinpointer/examine(mob/user)
..()
var/msg = "Its tracking indicator reads "
switch(mode)
if(TRACK_NUKE_DISK)
msg += "\"nuclear_disk\"."
if(TRACK_MALF_AI)
msg += "\"01000001 01001001\"."
if(TRACK_INFILTRATOR)
msg += "\"vasvygengbefuvc\"."
if(TRACK_OPERATIVES)
msg += "\"[target ? "Operative [target]" : "friends"]\"."
if(TRACK_ATOM)
msg += "\"[initial(constant_target.name)]\"."
if(TRACK_COORDINATES)
msg += "\"([target_x], [target_y])\"."
else
msg = "Its tracking indicator is blank."
user << msg
for(var/obj/machinery/nuclearbomb/bomb in machines)
if(bomb.timing)
user << "Extreme danger. Arming signal detected. Time remaining: [bomb.get_time_left()]"
/obj/item/weapon/pinpointer/process()
if(!active)
STOP_PROCESSING(SSfastprocess, src)
return
scan_for_target()
point_to_target()
my_god_jc_a_bomb()
addtimer(src, "refresh_target", 50, TRUE)
/obj/item/weapon/pinpointer/proc/scan_for_target() //Looks for whatever it's tracking
if(target)
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
target = null
return
switch(mode)
if(TRACK_NUKE_DISK)
var/obj/item/weapon/disk/nuclear/N = locate()
target = N
if(TRACK_MALF_AI)
for(var/V in ai_list)
var/mob/living/silicon/ai/A = V
if(A.nuking)
target = A
for(var/V in apcs_list)
var/obj/machinery/power/apc/A = V
if(A.malfhack && A.occupier)
target = A
if(TRACK_INFILTRATOR)
target = SSshuttle.getShuttle("syndicate")
if(TRACK_OPERATIVES)
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in ticker.mode.syndicates)
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
target = closest_operative
if(TRACK_ATOM)
if(constant_target)
target = constant_target
if(TRACK_COORDINATES)
var/turf/T = get_turf(src)
target = locate(target_x, target_y, T.z)
/obj/item/weapon/pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
if(!active)
return
if(!target || (mode == TRACK_ATOM && !constant_target))
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(here.z != there.z)
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
if(here == there)
icon_state = "pinon[nuke_warning ? "alert" : ""]direct"
else
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
icon_state = "pinon[nuke_warning ? "alert" : "close"]"
if(9 to 16)
icon_state = "pinon[nuke_warning ? "alert" : "medium"]"
if(16 to INFINITY)
icon_state = "pinon[nuke_warning ? "alert" : "far"]"
/obj/item/weapon/pinpointer/proc/my_god_jc_a_bomb() //If we should get the hell back to the ship
for(var/obj/machinery/nuclearbomb/bomb in nuke_list)
if(bomb.timing)
if(!nuke_warning)
nuke_warning = TRUE
playsound(src, 'sound/items/Nuke_toy_lowpower.ogg', 50, 0)
if(isliving(loc))
var/mob/living/L = loc
L << "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>"
/obj/item/weapon/pinpointer/proc/switch_mode_to(new_mode) //If we shouldn't be tracking what we are
if(isliving(loc))
var/mob/living/L = loc
L << "<span class='userdanger'>Your [name] beeps as it reconfigures its tracking algorithms.</span>"
playsound(L, 'sound/machines/triple_beep.ogg', 50, 1)
mode = new_mode
target = null //Switch modes so we can find the new target
/obj/item/weapon/pinpointer/proc/refresh_target() //Periodically removes the target to allow the pinpointer to update (i.e. malf AI shunts, an operative dies)
target = null
/obj/item/weapon/pinpointer/syndicate //Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
name = "syndicate pinpointer"
desc = "A handheld tracking device that locks onto certain signals. It's configured to switch tracking modes once it detects the activation signal of a nuclear device."
/obj/item/weapon/pinpointer/syndicate/cyborg //Cyborg pinpointers just look for a random operative.
name = "cyborg syndicate pinpointer"
desc = "An integrated tracking device, jury-rigged to search for living Syndicate operatives."
mode = TRACK_OPERATIVES
flags = NODROP