/obj/structure/reflector name = "reflector base" icon = 'icons/obj/tgs_structures_ch.dmi' icon_state = "reflector_map" desc = "A base for reflector assemblies." anchored = FALSE density = FALSE var/deflector_icon_state var/image/deflector_overlay var/finished = FALSE var/admin = FALSE //Can't be rotated or deconstructed var/can_rotate = TRUE var/framebuildstacktype = /obj/item/stack/material//metal var/framebuildstackamount = 5 var/buildstacktype = /obj/item/stack/material//metal var/buildstackamount = 0 var/fires_projectile = /obj/item/projectile/beam/emitter var/fires_accuracy = 10000 var/fires_dispersion = 0 var/list/allowed_projectile_typecache = list(/obj/item/projectile/beam) var/rotation_angle = -1 var/can_decon = TRUE var/list/has_projectiles = list() var/bullet_act_in_progress = FALSE /obj/structure/reflector/Initialize() . = ..() icon_state = "reflector_base" allowed_projectile_typecache = typecacheof(allowed_projectile_typecache) if(deflector_icon_state) deflector_overlay = image(icon, deflector_icon_state) add_overlay(deflector_overlay) if(rotation_angle == -1) setAngle(dir2angle(dir)) else setAngle(rotation_angle) if(admin) can_rotate = FALSE SSreflector.processing += src /obj/structure/reflector/examine(mob/user) . = ..() if(finished) . += "It is set to [rotation_angle] degrees, and the rotation is [can_rotate ? "unlocked" : "locked"]." if(!admin) if(can_rotate) . += span_notice("Alt-click to adjust its direction.") else . += span_notice("Use screwdriver to unlock the rotation.") /obj/structure/reflector/proc/Fire() UNTIL(!bullet_act_in_progress) var/list/angles = list() for(var/obj/item/projectile/P in has_projectiles) angles[num2text(has_projectiles[P])] += P.damage for(var/angle in angles) var/obj/item/projectile/P = new fires_projectile(src) P.firer = src P.damage = angles[angle] P.accuracy = 350 P.dispersion = 0 P.fire(text2num(angle)) has_projectiles = list() /obj/structure/reflector/proc/setAngle(new_angle) if(can_rotate) rotation_angle = new_angle if(deflector_overlay) cut_overlay(deflector_overlay) deflector_overlay.transform = turn(matrix(), new_angle) add_overlay(deflector_overlay) /obj/structure/reflector/proc/redirect_projectile(obj/item/projectile/P,pangle) has_projectiles[P] = pangle qdel(P) /obj/structure/reflector/set_dir(new_dir) return ..(NORTH) /obj/structure/reflector/Crossed(atom/movable/AM) //Ok so this is my solution to garbage projectile code. Please god let this work. if(istype(AM,/obj/item/projectile)) AM.Bump(src) /obj/structure/reflector/bullet_act(obj/item/projectile/P) bullet_act_in_progress = TRUE var/pdir = P.dir var/pangle = P.Angle var/ploc = get_turf(P) if(!finished || !allowed_projectile_typecache[P.type] || !(P.dir in cardinal)) return ..() if(auto_reflect(P, pdir, ploc, pangle) != 2) return ..() bullet_act_in_progress = FALSE /obj/structure/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle) P.ignore_source_check = TRUE return 2 /obj/structure/reflector/attackby(obj/item/W, mob/user, params) if(admin) return if(W.is_screwdriver()) can_rotate = !can_rotate to_chat(user, span_notice("You [can_rotate ? "unlock" : "lock"] [src]'s rotation.")) playsound(W, W.usesound, 50, 1) return if(W.is_wrench() && can_decon) if(anchored) to_chat(user, span_warning("Unweld [src] from the floor first!")) return user.visible_message(span_notice("[user] starts to dismantle [src]."), span_notice("You start to dismantle [src]...")) to_chat(user, span_notice("You dismantle [src].")) new framebuildstacktype(drop_location(), framebuildstackamount) if(buildstackamount) new buildstacktype(drop_location(), buildstackamount) qdel(src) else if(istype(W, /obj/item/weldingtool)) var/obj/item/weldingtool/I = W if(!anchored) if(!I.remove_fuel(1,user)) return user.visible_message(span_notice("[user] starts to weld [src] to the floor."), span_notice("You start to weld [src] to the floor..."), span_hear("You hear welding.")) anchored = TRUE to_chat(user, span_notice("You weld [src] to the floor.")) else if(!I.remove_fuel(1,user)) return user.visible_message(span_notice("[user] starts to cut [src] free from the floor."), span_notice("You start to cut [src] free from the floor..."), span_hear("You hear welding.")) anchored = FALSE to_chat(user, span_notice("You cut [src] free from the floor.")) //Finishing the frame else if(istype(W, /obj/item/stack/material)) if(finished) return var/obj/item/stack/material/S = W if(istype(S, /obj/item/stack/material/glass)) if(S.use(5)) new /obj/structure/reflector/single(drop_location()) qdel(src) else to_chat(user, span_warning("You need five sheets of glass to create a reflector!")) return if(istype(S, /obj/item/stack/material/glass/reinforced)) if(S.use(10)) new /obj/structure/reflector/double(drop_location()) qdel(src) else to_chat(user, span_warning("You need ten sheets of reinforced glass to create a double reflector!")) return if(istype(S, /obj/item/stack/material/diamond)) if(S.use(1)) new /obj/structure/reflector/box(drop_location()) qdel(src) else return ..() /obj/structure/reflector/proc/rotate(mob/user) if (!can_rotate || admin) to_chat(user, span_warning("The rotation is locked!")) return FALSE var/new_angle = input(user, "Input a new angle for primary reflection face.", "Reflector Angle", rotation_angle) as null|num if(!CanUseTopic(user)) return if(!isnull(new_angle)) setAngle(SIMPLIFY_DEGREES(new_angle)) return TRUE /obj/structure/reflector/AltClick(mob/user) if(!CanUseTopic(user)) return else if(finished) rotate(user) //TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX //SINGLE /obj/structure/reflector/single name = "reflector" deflector_icon_state = "reflector" desc = "An angled mirror for reflecting laser beams." density = TRUE finished = TRUE buildstacktype = /obj/item/stack/material//glass buildstackamount = 5 /obj/structure/reflector/single/anchored anchored = TRUE /obj/structure/reflector/single/mapping admin = TRUE anchored = TRUE /obj/structure/reflector/single/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle) var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180)) if(abs(incidence) > 90 && abs(incidence) < 270) return FALSE var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence) redirect_projectile(P,new_angle) return ..() //DOUBLE /obj/structure/reflector/double name = "double sided reflector" deflector_icon_state = "reflector_double" desc = "A double sided angled mirror for reflecting laser beams." density = TRUE finished = TRUE buildstacktype = /obj/item/stack/material/glass/reinforced buildstackamount = 10 /obj/structure/reflector/double/anchored anchored = TRUE /obj/structure/reflector/double/mapping admin = TRUE anchored = TRUE /obj/structure/reflector/double/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle) var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180)) var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence) redirect_projectile(P,new_angle) return ..() //BOX /obj/structure/reflector/box name = "reflector box" deflector_icon_state = "reflector_box" desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction." density = TRUE finished = TRUE buildstacktype = /obj/item/stack/material/diamond buildstackamount = 1 /obj/structure/reflector/box/Fire() //Since they all end up at the same angle, this should save a tad bit of processing power and memory <3 UNTIL(!bullet_act_in_progress) var/total_damage = 0 for(var/obj/item/projectile/P in has_projectiles) total_damage += P.damage if(total_damage) var/obj/item/projectile/P = new fires_projectile(src) P.firer = src P.damage = total_damage P.accuracy = 350 P.dispersion = 0 P.fire(rotation_angle) has_projectiles = list() /obj/structure/reflector/box/anchored anchored = TRUE /obj/structure/reflector/box/mapping admin = TRUE anchored = TRUE /obj/structure/reflector/box/auto_reflect(obj/item/projectile/P) redirect_projectile(P,rotation_angle) return ..() /obj/structure/reflector/ex_act() if(admin) return else return ..() /obj/structure/reflector/singularity_act() if(admin) return else return ..() /obj/structure/reflector/box/orderable name = "NanoTrasen reflector box" desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction. This one is marked with NanoTrasen's logo." can_decon = FALSE /datum/material/steel/generate_recipes() ..() recipes += new/datum/stack_recipe("reflector frame", /obj/structure/reflector, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE) /datum/supply_pack/eng/reflector name = "Reflector crate" cost = 35 containername = "Reflector crate" containertype = /obj/structure/closet/crate/secure/einstein contains = list(/obj/structure/reflector/box/orderable = 3) //Below is mostly mapping stuff for the spicy storage I added to house these new reflectors ;p /area/engineering/secret_storage name = "Engineering Secret Storage" /obj/machinery/portable_atmospherics/canister var/dont_burst = FALSE /obj/machinery/portable_atmospherics/canister/phoron/cold/Initialize() //ChompEDIT New --> Initialize src.air_contents.temperature = 2.72 ..()