/obj/item/device/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = PROXMOVE
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 3
throw_range = 10
var/secured = 0
var/obj/item/device/assembly/a_left = null
var/obj/item/device/assembly/a_right = null
var/obj/special_assembly = null
/obj/item/device/assembly_holder/proc/attach(var/obj/item/device/assembly/D, var/obj/item/device/assembly/D2, var/mob/user)
if(!D || !D2)
return FALSE
if(!istype(D) || !istype(D2))
return FALSE
if(D.secured || D2.secured)
return FALSE
if(user)
user.remove_from_mob(D)
user.remove_from_mob(D2)
D.holder = src
D2.holder = src
D.forceMove(src)
D2.forceMove(src)
a_left = D
a_right = D2
name = "[D.name]-[D2.name] assembly"
update_icon()
user.put_in_hands(src)
return TRUE
/obj/item/device/assembly_holder/proc/detached()
return
/obj/item/device/assembly_holder/update_icon()
cut_overlays()
if(a_left)
add_overlay("[a_left.icon_state]_left")
for(var/O in a_left.attached_overlays)
add_overlay("[O]_l")
if(a_right)
add_overlay("[a_right.icon_state]_right")
for(var/O in a_right.attached_overlays)
add_overlay("[O]_r")
if(master)
master.update_icon()
/obj/item/device/assembly_holder/examine(mob/user)
..(user)
if ((in_range(src, user) || src.loc == user))
if (src.secured)
to_chat(user, "\The [src] is ready!")
else
to_chat(user, "\The [src] can be attached!")
/obj/item/device/assembly_holder/HasProximity(atom/movable/AM as mob|obj)
if(a_left)
a_left.HasProximity(AM)
if(a_right)
a_right.HasProximity(AM)
/obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj)
if(AM.is_incorporeal())
return
if(a_left)
a_left.Crossed(AM)
if(a_right)
a_right.Crossed(AM)
/obj/item/device/assembly_holder/on_found(mob/finder as mob)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
/obj/item/device/assembly_holder/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
/obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
..()
/obj/item/device/assembly_holder/attackby(var/obj/item/weapon/W, var/mob/user)
if(W.is_screwdriver())
if(!a_left || !a_right)
to_chat(user, " BUG:Assembly part missing, please report this!")
return
a_left.toggle_secure()
a_right.toggle_secure()
secured = !secured
if(secured)
to_chat(user, "\The [src] is ready!")
else
to_chat(user, "\The [src] can now be taken apart!")
update_icon()
return
else
..()
/obj/item/device/assembly_holder/attack_self(var/mob/user)
src.add_fingerprint(user)
if(src.secured)
if(!a_left || !a_right)
to_chat(user, " BUG:Assembly part missing, please report this!")
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left") a_left.attack_self(user)
if("Right") a_right.attack_self(user)
return
else
if(!istype(a_left,/obj/item/device/assembly/igniter))
a_left.attack_self(user)
if(!istype(a_right,/obj/item/device/assembly/igniter))
a_right.attack_self(user)
else
var/turf/T = get_turf(src)
if(!T)
return 0
if(a_left)
a_left.holder = null
a_left.forceMove(T)
if(a_right)
a_right.holder = null
a_right.forceMove(T)
qdel(src)
/obj/item/device/assembly_holder/proc/process_activation(var/obj/D, var/normal = 1)
if(!D)
return 0
if(!secured)
visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*")
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(0)
if(a_left != D)
a_left.pulsed(0)
if(master)
master.receive_signal()
return 1
/obj/item/device/assembly_holder/hear_talk(mob/M, list/message_pieces, verb)
if(a_right)
a_right.hear_talk(M, message_pieces, verb)
if(a_left)
a_left.hear_talk(M, message_pieces, verb)
/obj/item/device/assembly_holder/timer_igniter
name = "timer-igniter assembly"
/obj/item/device/assembly_holder/timer_igniter/New()
..()
var/obj/item/device/assembly/igniter/ign = new(src)
ign.secured = 1
ign.holder = src
var/obj/item/device/assembly/timer/tmr = new(src)
tmr.time = 5
tmr.secured = 1
tmr.holder = src
a_left = tmr
a_right = ign
secured = 1
update_icon()
name = initial(name) + " ([tmr.time] secs)"
loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure
/obj/item/device/assembly_holder/timer_igniter/detached()
loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure
..()
/obj/item/device/assembly_holder/timer_igniter/verb/configure()
set name = "Set Timer"
set category = "Object"
set src in usr
if ( !(usr.stat || usr.restrained()) )
var/obj/item/device/assembly_holder/holder
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/gren = src
holder=gren.detonator
var/obj/item/device/assembly/timer/tmr = holder.a_left
if(!istype(tmr,/obj/item/device/assembly/timer))
tmr = holder.a_right
if(!istype(tmr,/obj/item/device/assembly/timer))
to_chat(usr, "This detonator has no timer.")
return
if(tmr.timing)
to_chat(usr, "Clock is ticking already.")
else
var/ntime = input("Enter desired time in seconds", "Time", "5") as num
if (ntime>0 && ntime<1000)
tmr.time = ntime
name = initial(name) + "([tmr.time] secs)"
to_chat(usr, "Timer set to [tmr.time] seconds.")
else
to_chat(usr, "Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].")
else
to_chat(usr, "You cannot do this while [usr.stat?"unconscious/dead":"restrained"].")