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* Fixes bypassing integrated circuit cooldowns with module components. (#75581) ## About The Pull Request See title. In order for this change to work, these components will not work if there is no shell, but this will change nothing user-facing because all player-facing circuits require shells to function in the first place anyways. ## Why It's Good For The Game Fixes a cooldown bypass bug. Closes #75580 ## Changelog 🆑 fix: Fixed bypassing component cooldowns with module components. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Fixes bypassing integrated circuit cooldowns with module components. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
/**
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* # Speech Component
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*
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* Sends a message. Requires a shell.
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*/
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/obj/item/circuit_component/speech
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display_name = "Speech"
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desc = "A component that sends a message. Requires a shell."
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category = "Action"
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circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL|CIRCUIT_FLAG_OUTPUT_SIGNAL
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/// The message to send
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var/datum/port/input/message
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/// The cooldown for this component of how often it can send speech messages.
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var/speech_cooldown = 1 SECONDS
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/obj/item/circuit_component/speech/get_ui_notices()
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. = ..()
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. += create_ui_notice("Speech Cooldown: [DisplayTimeText(speech_cooldown)]", "orange", "stopwatch")
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/obj/item/circuit_component/speech/populate_ports()
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message = add_input_port("Message", PORT_TYPE_STRING, trigger = null)
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/obj/item/circuit_component/speech/input_received(datum/port/input/port)
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if(!parent.shell)
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return
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if(TIMER_COOLDOWN_CHECK(parent.shell, COOLDOWN_CIRCUIT_SPEECH))
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return
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if(message.value)
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var/atom/movable/shell = parent.shell
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shell.say(message.value, forced = "circuit speech | [key_name(parent.get_creator())]")
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TIMER_COOLDOWN_START(shell, COOLDOWN_CIRCUIT_SPEECH, speech_cooldown)
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