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* Fix SHOULD_NOT_SLEEP hit in mass driver activation (#75273) See #75232 * Fix SHOULD_NOT_SLEEP hit in mass driver activation --------- Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
237 lines
7.6 KiB
Plaintext
237 lines
7.6 KiB
Plaintext
/obj/item/assembly/control
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name = "blast door controller"
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desc = "A small electronic device able to control a blast door remotely."
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icon_state = "control"
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attachable = TRUE
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/// The ID of the blast door electronics to match to the ID of the blast door being used.
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var/id = null
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/// Cooldown of the door's controller. Updates when pressed (activate())
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var/cooldown = FALSE
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var/sync_doors = TRUE
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/obj/item/assembly/control/examine(mob/user)
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. = ..()
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if(id)
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. += span_notice("Its channel ID is '[id]'.")
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/obj/item/assembly/control/multitool_act(mob/living/user)
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var/change_id = tgui_input_number(user, "Set the door controllers ID", "Door ID", id, 100)
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if(!change_id || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return
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id = change_id
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balloon_alert(user, "id changed")
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to_chat(user, span_notice("You change the ID to [id]."))
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/obj/item/assembly/control/activate()
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var/openclose
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/door/poddoor/M in GLOB.airlocks)
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if(M.id == src.id)
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if(openclose == null || !sync_doors)
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openclose = M.density
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INVOKE_ASYNC(M, openclose ? TYPE_PROC_REF(/obj/machinery/door/poddoor, open) : TYPE_PROC_REF(/obj/machinery/door/poddoor, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/curtain
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name = "curtain controller"
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desc = "A small electronic device able to control a mechanical curtain remotely."
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/obj/item/assembly/control/curtain/examine(mob/user)
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. = ..()
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if(id)
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. += span_notice("Its channel ID is '[id]'.")
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/obj/item/assembly/control/curtain/activate()
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var/openclose
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/structure/curtain/cloth/fancy/mechanical/M in GLOB.curtains)
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if(M.id == src.id)
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if(openclose == null || !sync_doors)
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openclose = M.density
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INVOKE_ASYNC(M, openclose ? TYPE_PROC_REF(/obj/structure/curtain/cloth/fancy/mechanical, open) : TYPE_PROC_REF(/obj/structure/curtain/cloth/fancy/mechanical, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 5)
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/obj/item/assembly/control/airlock
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name = "airlock controller"
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desc = "A small electronic device able to control an airlock remotely."
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id = "badmin" // Set it to null for MEGAFUN.
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var/specialfunctions = OPEN
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/*
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Bitflag, 1= open (OPEN)
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2= idscan (IDSCAN)
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4= bolts (BOLTS)
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8= shock (SHOCK)
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16= door safties (SAFE)
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*/
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/obj/item/assembly/control/airlock/activate()
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if(cooldown)
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return
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cooldown = TRUE
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var/doors_need_closing = FALSE
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var/list/obj/machinery/door/airlock/open_or_close = list()
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for(var/obj/machinery/door/airlock/D in GLOB.airlocks)
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if(D.id_tag == src.id)
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if(specialfunctions & OPEN)
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open_or_close += D
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if(!D.density)
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doors_need_closing = TRUE
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if(specialfunctions & IDSCAN)
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D.aiDisabledIdScanner = !D.aiDisabledIdScanner
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if(specialfunctions & BOLTS)
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if(!D.wires.is_cut(WIRE_BOLTS) && D.hasPower())
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D.locked = !D.locked
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D.update_appearance()
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if(specialfunctions & SHOCK)
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if(D.secondsElectrified)
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D.set_electrified(MACHINE_ELECTRIFIED_PERMANENT, usr)
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else
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D.set_electrified(MACHINE_NOT_ELECTRIFIED, usr)
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if(specialfunctions & SAFE)
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D.safe = !D.safe
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for(var/D in open_or_close)
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INVOKE_ASYNC(D, doors_need_closing ? TYPE_PROC_REF(/obj/machinery/door/airlock, close) : TYPE_PROC_REF(/obj/machinery/door/airlock, open))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/massdriver
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name = "mass driver controller"
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desc = "A small electronic device able to control a mass driver."
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/obj/item/assembly/control/massdriver/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/door/poddoor/M in GLOB.airlocks)
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/door/poddoor, open))
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addtimer(CALLBACK(src, PROC_REF(activate_stage2)), 1 SECONDS)
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/obj/item/assembly/control/massdriver/proc/activate_stage2()
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for(var/obj/machinery/mass_driver/M in GLOB.machines)
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if(M.id == src.id)
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M.drive()
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addtimer(CALLBACK(src, PROC_REF(activate_stage3)), 6 SECONDS)
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/obj/item/assembly/control/massdriver/proc/activate_stage3()
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for(var/obj/machinery/door/poddoor/M in GLOB.airlocks)
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/door/poddoor, close))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 10)
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/obj/item/assembly/control/igniter
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name = "ignition controller"
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desc = "A remote controller for a mounted igniter."
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/obj/item/assembly/control/igniter/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/sparker/M in GLOB.machines)
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if (M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/sparker, ignite))
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for(var/obj/machinery/igniter/M in GLOB.machines)
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if(M.id == src.id)
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M.use_power(50)
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M.on = !M.on
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M.icon_state = "igniter[M.on]"
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 30)
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/obj/item/assembly/control/flasher
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name = "flasher controller"
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desc = "A remote controller for a mounted flasher."
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/obj/item/assembly/control/flasher/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for(var/obj/machinery/flasher/M in GLOB.machines)
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if(M.id == src.id)
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/machinery/flasher, flash))
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
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/obj/item/assembly/control/crematorium
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name = "crematorium controller"
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desc = "An evil-looking remote controller for a crematorium."
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/obj/item/assembly/control/crematorium/activate()
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if(cooldown)
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return
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cooldown = TRUE
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for (var/obj/structure/bodycontainer/crematorium/C in GLOB.crematoriums)
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if (C.id == id)
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C.cremate(usr)
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 50)
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/obj/item/assembly/control/tram
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name = "tram call button"
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desc = "A small device used to bring trams to you."
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///for finding the landmark initially - should be the exact same as the landmark's destination id.
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var/initial_id
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///ID to link to allow us to link to one specific tram in the world
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var/specific_lift_id = MAIN_STATION_TRAM
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///this is our destination's landmark, so we only have to find it the first time.
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var/datum/weakref/destination_platform
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/obj/item/assembly/control/tram/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/item/assembly/control/tram/LateInitialize()
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. = ..()
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//find where the tram needs to go to (our destination). only needs to happen the first time
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for(var/obj/effect/landmark/tram/our_destination as anything in GLOB.tram_landmarks[specific_lift_id])
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if(our_destination.platform_code == initial_id)
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destination_platform = WEAKREF(our_destination)
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break
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/obj/item/assembly/control/tram/Destroy()
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destination_platform = null
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return ..()
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/obj/item/assembly/control/tram/activate()
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if(cooldown)
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return
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cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, cooldown, FALSE), 2 SECONDS)
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var/datum/lift_master/tram/tram
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for(var/datum/lift_master/tram/possible_match as anything in GLOB.active_lifts_by_type[TRAM_LIFT_ID])
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if(possible_match.specific_lift_id == specific_lift_id)
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tram = possible_match
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break
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if(!tram || !tram.is_operational) //tram is QDEL or has no power
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say("The tram is not in service. Please send a technician to repair the internals of the tram.")
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return
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if(tram.travelling) //in use
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say("The tram is already travelling to [tram.idle_platform].")
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return
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if(!destination_platform)
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return
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var/obj/effect/landmark/tram/current_location = destination_platform.resolve()
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if(!current_location)
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return
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if(tram.idle_platform == current_location) //already here
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say("The tram is already here. Please board the tram and select a destination.")
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return
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say("The tram has been called to [current_location.name]. Please wait for its arrival.")
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tram.tram_travel(current_location)
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