Files
CHOMPStation2/code/modules/assembly/infrared.dm
2020-02-12 19:38:43 -05:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
wires = WIRE_PULSE
secured = 0
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
/obj/item/device/assembly/infra/activate()
if(!..()) return 0//Cooldown check
on = !on
update_icon()
return 1
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
on = 0
if(first) qdel(first)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/device/assembly/infra/update_icon()
overlays.Cut()
attached_overlays = list()
if(on)
overlays += "infrared_on"
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/infra/process()//Old code
if(!on)
if(first)
qdel(first)
return
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam((holder ? holder.loc : loc) )
I.master = src
I.density = 1
I.set_dir(dir)
step(I, I.dir)
if(I)
I.density = 0
first = I
I.vis_spread(visible)
spawn(0)
if(I)
//to_world("infra: setting limit")
I.limit = 8
//to_world("infra: processing beam \ref[I]")
I.process()
return
return
/obj/item/device/assembly/infra/attack_hand()
qdel(first)
..()
return
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
set_dir(t)
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder) return 0
// set_dir(holder.dir)
qdel(first)
return 1
/obj/item/device/assembly/infra/proc/trigger_beam()
if((!secured)||(!on)||(cooldown > 0)) return 0
pulse(0)
if(!holder)
visible_message("\icon[src] *beep* *beep*")
cooldown = 2
spawn(10)
process_cooldown()
return
/obj/item/device/assembly/infra/interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.set_machine(src)
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (on ? 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
/obj/item/device/assembly/infra/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=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
spawn(0)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
return
/obj/item/device/assembly/infra/verb/rotate_clockwise()
set name = "Rotate Infrared Laser Clockwise"
set category = "Object"
set src in usr
src.set_dir(turn(src.dir, 270))
return
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "i beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
anchored = 1.0
/obj/effect/beam/i_beam/proc/hit()
if(master)
master.trigger_beam()
qdel(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//to_world("i_beam \ref[src] : vis_spread")
visible = v
spawn(0)
if(next)
//to_world("i_beam \ref[src] : is next [next.type] \ref[next], calling spread")
next.vis_spread(v)
return
return
/obj/effect/beam/i_beam/process()
if((loc && loc.density) || !master)
qdel(src)
return
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = 101
else
invisibility = 0
else
invisibility = 0
//to_world("now [src.left] left")
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.set_dir(dir)
//to_world("created new beam \ref[I] at [I.x] [I.y] [I.z]")
step(I, I.dir)
if(I)
//to_world("step worked, now at [I.x] [I.y] [I.z]")
if(!(next))
//to_world("no next")
I.density = 0
//to_world("spreading")
I.vis_spread(visible)
next = I
spawn(0)
//to_world("limit = [limit] ")
if((I && limit > 0))
I.limit = limit - 1
//to_world("calling next process")
I.process()
return
else
//to_world("is a next: \ref[next], deleting beam \ref[I]")
qdel(I)
else
//to_world("step failed, deleting \ref[next]")
qdel(next)
spawn(10)
process()
return
return
/obj/effect/beam/i_beam/Bump()
qdel(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
return
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
//VOREStation Edit begin: SHADEKIN
var/mob/SK = AM
if(istype(SK))
if(SK.shadekin_phasing_check())
return
//VOREStation Edit end: SHADEKIN
if(istype(AM, /obj/effect/beam))
return
spawn(0)
hit()
return
return
/obj/effect/beam/i_beam/Destroy()
. = ..()
if(master.first == src)
master.first = null
if(next && !next.gc_destroyed)
QDEL_NULL(next)