/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"].")