Files
CHOMPStation2/code/modules/assembly/infrared.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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/obj/item/device/infra
name = "Infrared Beam"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon = 'new_assemblies.dmi'
icon_state = "infrared_old"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
item_state = "electronic"
m_amt = 150
origin_tech = "magnets=2"
var
secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
list/small_icon_state_overlays = null
obj/holder = null
cooldown = 0//To prevent spam
scanning = 0
visible = 0
obj/effect/beam/i_beam/first = null
proc
Activate()//Called when this assembly is pulsed by another one
Secure()//Code that has to happen when the assembly is ready goes here
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()//Called when the holder is moved
beam_trigger()
IsAssembly()
return 1
Process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))
return 0
cooldown = 2
src.scanning = !src.scanning
update_icon()
spawn(10)
Process_cooldown()
return 0
Secure()
if(secured)
return 0
secured = 1
processing_objects.Add(src)//removal is taken care of it process()
return 1
Unsecure()
if(!secured)
return 0
secured = 0
return 1
Attach_Assembly(var/obj/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
return
else
..()
return
update_icon()
src.overlays = null
src.small_icon_state_overlays = list()
if(scanning)
src.overlays += text("infrared_old2")
src.small_icon_state_overlays += text("infrared_on")
if(holder)
holder.update_icon()
return
process()
if(!scanning)
if(!src.first)
del(src.first)
if ((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
I.master = src
I.density = 1
I.dir = src.dir
step(I, I.dir)
if (I)
I.density = 0
src.first = I
I.vis_spread(src.visible)
spawn( 0 )
if (I)
//world << "infra: setting limit"
I.limit = 8
//world << "infra: processing beam \ref[I]"
I.process()
return
if(!secured)
processing_objects.Remove(src)
return
attack_hand()
del(src.first)
..()
return
Move()
var/t = src.dir
..()
src.dir = t
del(src.first)
return
Holder_Movement()
if(!holder) return 0
src.dir = holder.dir
del(src.first)
beam_trigger()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
if((holder)&&(holder.IsAssemblyHolder()))
spawn(0)
holder:Process_Activation(src)
return
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2
spawn(10)
Process_cooldown()
return
attack_self(mob/user as mob)
if(!secured) return
user.machine = src
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.scanning ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=infra")
onclose(user, "infra")
return
Topic(href, href_list)
..()
if(get_dist(src, usr) <= 1)
if (href_list["state"])
src.scanning = !(src.scanning)
update_icon()
if (href_list["visible"])
src.visible = !(src.visible)
spawn( 0 )
if (src.first)
src.first.vis_spread(src.visible)
if (href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
src.attack_self(usr)
else
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
return
verb/rotate()//This really could be better but I dont want to redo it right now
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
src.dir = turn(src.dir, 90)
return
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
else
usr.show_message("The [src.name] can be attached!")
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
// var/master = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if (src.master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.beam_trigger()
//SN src = null
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
spawn( 0 )
if (src.next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if ((src.loc.density || !( src.master )))
//SN src = null
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if (src.left > 0)
src.left--
if (src.left < 1)
if (!( src.visible ))
src.invisibility = 101
else
src.invisibility = 0
else
src.invisibility = 0
//world << "now [src.left] left"
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( src.loc )
I.master = src.master
I.density = 1
I.dir = src.dir
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if (I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next ))
//world << "no src.next"
I.density = 0
//world << "spreading"
I.vis_spread(src.visible)
src.next = I
spawn( 0 )
//world << "limit = [src.limit] "
if ((I && src.limit > 0))
I.limit = src.limit - 1
//world << "calling next process"
I.process()
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
//I = null
del(I)
else
//src.next = null
//world << "step failed, deleting \ref[src.next]"
del(src.next)
spawn( 10 )
src.process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
return
/obj/effect/beam/i_beam/Bumped()
src.hit()
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
spawn( 0 )
src.hit()
return
return
/obj/effect/beam/i_beam/Del()
del(src.next)
..()
return