Files
Bubberstation/code/modules/assembly/timer.dm
SkyratBot c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00

127 lines
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/obj/item/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*5, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.5)
attachable = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
var/timing = FALSE
var/time = 10
var/saved_time = 10
var/loop = FALSE
var/hearing_range = 3
/obj/item/assembly/timer/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] looks at the timer and decides [user.p_their()] fate! It looks like [user.p_theyre()] going to commit suicide!"))
activate()//doesnt rely on timer_end to prevent weird metas where one person can control the timer and therefore someone's life. (maybe that should be how it works...)
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), time SECONDS)//kill yourself once the time runs out
return MANUAL_SUICIDE
/obj/item/assembly/timer/proc/manual_suicide(mob/living/user)
user.visible_message(span_suicide("[user]'s time is up!"))
user.adjustOxyLoss(200)
user.death(FALSE)
/obj/item/assembly/timer/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/assembly/timer/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/assembly/timer/examine(mob/user)
. = ..()
. += span_notice("The timer is [timing ? "counting down from [time]":"set for [time] seconds"].")
/obj/item/assembly/timer/activate()
if(!..())
return FALSE//Cooldown check
timing = !timing
update_appearance()
return TRUE
/obj/item/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_appearance()
return secured
/obj/item/assembly/timer/proc/timer_end()
if(secured && next_activate <= world.time)
pulse()
audible_message(span_infoplain("[icon2html(src, hearers(src))] *beep* *beep* *beep*"), 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)
if(loop)
timing = TRUE
update_appearance()
/obj/item/assembly/timer/process(seconds_per_tick)
if(!timing)
return
time -= seconds_per_tick
if(time <= 0)
timing = FALSE
timer_end()
time = saved_time
/obj/item/assembly/timer/update_appearance()
. = ..()
holder?.update_appearance()
/obj/item/assembly/timer/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
. += "timer_timing"
attached_overlays += "timer_timing"
/obj/item/assembly/timer/ui_status(mob/user)
if(is_secured(user))
return ..()
return UI_CLOSE
/obj/item/assembly/timer/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Timer", name)
ui.open()
/obj/item/assembly/timer/ui_data(mob/user)
var/list/data = list()
data["seconds"] = round(time % 60)
data["minutes"] = round((time - data["seconds"]) / 60)
data["timing"] = timing
data["loop"] = loop
return data
/obj/item/assembly/timer/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("time")
timing = !timing
if(timing && istype(holder, /obj/item/transfer_valve))
log_bomber(usr, "activated a", src, "attachment on [holder]")
update_appearance()
. = TRUE
if("repeat")
loop = !loop
. = TRUE
if("input")
var/value = text2num(params["adjust"])
if(value)
value = round(time + value)
time = clamp(value, 1, 600)
saved_time = time
. = TRUE