Syndicate beacon power consumption and objective.

Cleans up syndicate beacon power consumption.
Objectives are now only given if not disabled.
Relative-proc cleanup.
This commit is contained in:
PsiOmega
2014-11-25 11:49:04 +01:00
parent a90dc80bb8
commit d6c0ebf138
3 changed files with 116 additions and 139 deletions

View File

@@ -19,47 +19,50 @@
var/selfdestructing = 0
var/charges = 1
attack_hand(var/mob/user as mob)
usr.set_machine(src)
var/dat = "<font color=#005500><i>Scanning [pick("retina pattern", "voice print", "fingerprints", "dna sequence")]...<br>Identity confirmed,<br></i></font>"
if(istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon/ai))
if(is_special_character(user))
dat += "<font color=#07700><i>Operative record found. Greetings, Agent [user.name].</i></font><br>"
else if(charges < 1)
dat += "<TT>Connection severed.</TT><BR>"
else
var/honorific = "Mr."
if(user.gender == FEMALE)
honorific = "Ms."
dat += "<font color=red><i>Identity not found in operative database. What can the Syndicate do for you today, [honorific] [user.name]?</i></font><br>"
if(!selfdestructing)
dat += "<br><br><A href='?src=\ref[src];betraitor=1;traitormob=\ref[user]'>\"[pick("I want to switch teams.", "I want to work for you.", "Let me join you.", "I can be of use to you.", "You want me working for you, and here's why...", "Give me an objective.", "How's the 401k over at the Syndicate?")]\"</A><BR>"
dat += temptext
user << browse(dat, "window=syndbeacon")
onclose(user, "syndbeacon")
/obj/machinery/syndicate_beacon/attack_hand(var/mob/user as mob)
usr.set_machine(src)
var/dat = "<font color=#005500><i>Scanning [pick("retina pattern", "voice print", "fingerprints", "dna sequence")]...<br>Identity confirmed,<br></i></font>"
if(istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon/ai))
if(is_special_character(user))
dat += "<font color=#07700><i>Operative record found. Greetings, Agent [user.name].</i></font><br>"
else if(charges < 1)
dat += "<TT>Connection severed.</TT><BR>"
else
var/honorific = "Mr."
if(user.gender == FEMALE)
honorific = "Ms."
dat += "<font color=red><i>Identity not found in operative database. What can the Syndicate do for you today, [honorific] [user.name]?</i></font><br>"
if(!selfdestructing)
dat += "<br><br><A href='?src=\ref[src];betraitor=1;traitormob=\ref[user]'>\"[pick("I want to switch teams.", "I want to work for you.", "Let me join you.", "I can be of use to you.", "You want me working for you, and here's why...", "Give me an objective.", "How's the 401k over at the Syndicate?")]\"</A><BR>"
dat += temptext
user << browse(dat, "window=syndbeacon")
onclose(user, "syndbeacon")
Topic(href, href_list)
if(href_list["betraitor"])
if(charges < 1)
/obj/machinery/syndicate_beacon/Topic(href, href_list)
if(..())
return
if(href_list["betraitor"])
if(charges < 1)
src.updateUsrDialog()
return
var/mob/M = locate(href_list["traitormob"])
if(M.mind.special_role)
temptext = "<i>We have no need for you at this time. Have a pleasant day.</i><br>"
src.updateUsrDialog()
return
charges -= 1
switch(rand(1,2))
if(1)
temptext = "<font color=red><i><b>Double-crosser. You planned to betray us from the start. Allow us to repay the favor in kind.</b></i></font>"
src.updateUsrDialog()
spawn(rand(50,200)) selfdestruct()
return
var/mob/M = locate(href_list["traitormob"])
if(M.mind.special_role)
temptext = "<i>We have no need for you at this time. Have a pleasant day.</i><br>"
src.updateUsrDialog()
return
charges -= 1
switch(rand(1,2))
if(1)
temptext = "<font color=red><i><b>Double-crosser. You planned to betray us from the start. Allow us to repay the favor in kind.</b></i></font>"
src.updateUsrDialog()
spawn(rand(50,200)) selfdestruct()
return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
ticker.mode.equip_traitor(N)
ticker.mode.traitors += N.mind
N.mind.special_role = "traitor"
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
ticker.mode.equip_traitor(N)
ticker.mode.traitors += N.mind
N.mind.special_role = "traitor"
if(!config.objectives_disabled)
var/objective = "Free Objective"
switch(rand(1,100))
if(1 to 50)
@@ -82,26 +85,23 @@
escape_objective.owner = N.mind
N.mind.objectives += escape_objective
M << "<B>You have joined the ranks of the Syndicate and become a traitor to the station!</B>"
message_admins("[N]/([N.ckey]) has accepted a traitor objective from a syndicate beacon.")
show_objectives(M.mind)
src.add_fingerprint(usr)
src.updateUsrDialog()
return
M << "<B>You have joined the ranks of the Syndicate and become a traitor to the station!</B>"
show_objectives(M.mind)
message_admins("[N]/([N.ckey]) has accepted a traitor objective from a syndicate beacon.")
proc/selfdestruct()
selfdestructing = 1
spawn() explosion(src.loc, rand(3,8), rand(1,3), 1, 10)
src.updateUsrDialog()
return
/obj/machinery/syndicate_beacon/proc/selfdestruct()
selfdestructing = 1
spawn() explosion(src.loc, rand(3,8), rand(1,3), 1, 10)
#define SCREWED 32
/obj/machinery/singularity_beacon //not the best place for it but it's a hack job anyway -- Urist
////////////////////////////////////////
//Singularity beacon
////////////////////////////////////////
/obj/machinery/power/singularity_beacon
name = "ominous beacon"
desc = "This looks suspicious..."
icon = 'icons/obj/singularity.dmi'
@@ -112,105 +112,82 @@
layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS
stat = 0
var/active = 0 //It doesn't use up power, so use_power wouldn't really suit it
var/active = 0
var/icontype = "beacon"
var/obj/structure/cable/attached = null
proc/Activate(mob/user = null)
if(!checkWirePower())
if(user) user << "\blue The connected wire doesn't have enough current."
return
for(var/obj/machinery/singularity/singulo in world)
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
active = 1
if(user) user << "\blue You activate the beacon."
/obj/machinery/power/singularity_beacon/proc/Activate(mob/user = null)
if(surplus() < 1500)
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
for(var/obj/machinery/singularity/singulo in world)
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
active = 1
machines |= src
if(user)
user << "<span class='notice'>You activate the beacon.</span>"
proc/Deactivate(mob/user = null)
for(var/obj/machinery/singularity/singulo in world)
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
if(user) user << "\blue You deactivate the beacon."
/obj/machinery/power/singularity_beacon/proc/Deactivate(mob/user = null)
for(var/obj/machinery/singularity/singulo in world)
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
if(user)
user << "<span class='notice'>You deactivate the beacon.</span>"
attack_ai(mob/user as mob)
/obj/machinery/power/singularity_beacon/attack_ai(mob/user as mob)
return
/obj/machinery/power/singularity_beacon/attack_hand(var/mob/user as mob)
if(anchored)
return active ? Deactivate(user) : Activate(user)
else
user << "<span class='danger'>You need to screw the beacon to the floor first!</span>"
return
attack_hand(var/mob/user as mob)
if(stat & SCREWED)
return active ? Deactivate(user) : Activate(user)
else
user << "\red You need to screw the beacon to the floor first!"
/obj/machinery/power/singularity_beacon/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active)
user << "<span class='danger'>You need to deactivate the beacon first!</span>"
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active)
user << "\red You need to deactivate the beacon first!"
return
if(stat & SCREWED)
stat &= ~SCREWED
anchored = 0
user << "\blue You unscrew the beacon from the floor."
attached = null
return
else
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "This device must be placed over an exposed cable."
return
stat |= SCREWED
anchored = 1
user << "\blue You screw the beacon to the floor and attach the cable."
return
..()
return
Del()
if(active) Deactivate()
..()
/*
* Added for a simple way to check power. Verifies that the beacon
* is connected to a wire, the wire is part of a powernet (that part's
* sort of redundant, since all wires either join or create one when placed)
* and that the powernet has at least 1500 power units available for use.
* Doesn't use them, though, just makes sure they're there.
* - QualityVan, Aug 11 2012
*/
proc/checkWirePower()
if(!attached)
return 0
var/datum/powernet/PN = attached.get_powernet()
if(!PN)
return 0
if(PN.avail < 1500)
return 0
return 1
process()
if(!active)
if(anchored)
anchored = 0
user << "<span class='notice'>You unscrew the beacon from the floor.</span>"
disconnect_from_network()
return
else
if(!checkWirePower())
Deactivate()
return
if(!connect_to_network())
user << "This device must be placed over an exposed cable."
return
anchored = 1
user << "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>"
return
..()
return
/obj/machinery/singularity_beacon/syndicate
/obj/machinery/power/singularity_beacon/Del()
if(active)
Deactivate()
..()
//stealth direct power usage
/obj/machinery/power/singularity_beacon/process()
if(!active)
return PROCESS_KILL
else
if(draw_power(1500) < 1500)
Deactivate()
/obj/machinery/power/singularity_beacon/syndicate
icontype = "beaconsynd"
icon_state = "beaconsynd0"
#undef SCREWED

View File

@@ -43,7 +43,7 @@
/obj/item/device/radio/beacon/syndicate/attack_self(mob/user as mob)
if(user)
user << "\blue Locked In"
new /obj/machinery/singularity_beacon/syndicate( user.loc )
new /obj/machinery/power/singularity_beacon/syndicate( user.loc )
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
del(src)
return

View File

@@ -42,7 +42,7 @@ var/global/list/uneatable = list(
spawn(temp)
del(src)
..()
for(var/obj/machinery/singularity_beacon/singubeacon in machines)
for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
if(singubeacon.active)
target = singubeacon
break