/obj/item/device/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
flags = PROXMOVE
wires = WIRE_PULSE
secured = 0
var/scanning = 0
var/timing = 0
var/time = 10
var/range = 2
/obj/item/device/assembly/prox_sensor/activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
return 0
/obj/item/device/assembly/prox_sensor/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
scanning = 0
timing = 0
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/device/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
if(!istype(AM))
log_debug("DEBUG: HasProximity called with [AM] on [src] ([usr]).")
return
if (istype(AM, /obj/effect/beam)) return
if (!isobserver(AM) && AM.move_speed < 12) sense()
return
/obj/item/device/assembly/prox_sensor/proc/sense()
var/turf/mainloc = get_turf(src)
// if(scanning && cooldown <= 0)
// mainloc.visible_message("[bicon(src)] *boop* *boop*", "*boop* *boop*")
if((!holder && !secured)||(!scanning)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
mainloc.visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
/obj/item/device/assembly/prox_sensor/process()
if(scanning)
var/turf/mainloc = get_turf(src)
for(var/mob/living/A in range(range,mainloc))
if (A.move_speed < 12)
sense()
if(timing && (time >= 0))
time--
if(timing && time <= 0)
timing = 0
toggle_scan()
time = 10
return
/obj/item/device/assembly/prox_sensor/dropped()
spawn(0)
sense()
return
return
/obj/item/device/assembly/prox_sensor/proc/toggle_scan()
if(!secured) return 0
scanning = !scanning
update_icon()
return
/obj/item/device/assembly/prox_sensor/update_icon()
overlays.Cut()
attached_overlays = list()
if(timing)
overlays += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
overlays += "prox_scanning"
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.primed(scanning)
return
/obj/item/device/assembly/prox_sensor/Move()
..()
sense()
return
/obj/item/device/assembly/prox_sensor/interact(mob/user as mob)//TODO: Change this to the wires thingy
if(!secured)
user.show_message("The [name] is unsecured!")
return 0
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("Proximity Sensor\n[] []:[]\n- - + +\n", (timing ? text("Arming", src) : text("Not Arming", src)), minute, second, src, src, src, src)
dat += text("
Range: - [] +", src, range, src)
dat += "
[scanning?"Armed":"Unarmed"] (Movement sensor active when armed!)"
dat += "
Refresh"
dat += "
Close"
user << browse(dat, "window=prox")
onclose(user, "prox")
return
/obj/item/device/assembly/prox_sensor/Topic(href, href_list, state = deep_inventory_state)
if(..()) return 1
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=prox")
onclose(usr, "prox")
return
if(href_list["scanning"])
toggle_scan()
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["range"])
var/r = text2num(href_list["range"])
range += r
range = min(max(range, 1), 5)
if(href_list["close"])
usr << browse(null, "window=prox")
return
if(usr)
attack_self(usr)
return