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CHOMPStation2/code/game/machinery/turret_control.dm

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////////////////////////
//Turret Control Panel//
////////////////////////
/area
// Turrets use this list to see if individual power/lethal settings are allowed
var/list/turret_controls = list()
/obj/machinery/turretid
name = "turret control panel"
desc = "Used to control a room's automated defenses."
icon = 'icons/obj/machines/turret_control.dmi'
icon_state = "control_standby"
anchored = 1
density = 0
var/enabled = 0
var/lethal = 0
var/locked = 1
var/control_area //can be area name, path or nothing.
var/check_arrest = 1 //checks if the perp is set to arrest
var/check_records = 1 //checks if a security record exists at all
var/check_weapons = 0 //checks if it can shoot people that have a weapon they aren't authorized to have
var/check_access = 1 //if this is active, the turret shoots everything that does not meet the access requirements
var/check_anomalies = 1 //checks if it can shoot at unidentified lifeforms (ie xenos)
var/check_synth = 0 //if active, will shoot at anything not an AI or cyborg
var/ailock = 0 // AI cannot use this
req_access = list(access_ai_upload)
/obj/machinery/turretid/stun
enabled = 1
icon_state = "control_stun"
/obj/machinery/turretid/lethal
enabled = 1
lethal = 1
icon_state = "control_kill"
/obj/machinery/turretid/Del()
if(control_area)
var/area/A = control_area
if(A && istype(A))
A.turret_controls -= src
..()
/obj/machinery/turretid/initialize()
if(!control_area)
var/area/CA = get_area(src)
if(CA.master && CA.master != CA)
control_area = CA.master
else
control_area = CA
else if(istext(control_area))
for(var/area/A in world)
if(A.name && A.name==control_area)
control_area = A
break
power_change() //Checks power and initial settings
//don't have to check if control_area is path, since get_area_all_atoms can take path.
if(control_area)
var/area/A = control_area
if(A && istype(A))
A.turret_controls += src
return
/obj/machinery/turretid/proc/can_use(mob/user)
if (get_dist(src, user) > 0 && !issilicon(user))
user << "<span class='notice'>You are too far away.</span>"
user.unset_machine()
user << browse(null, "window=turretid")
return 0
if(ailock && issilicon(user))
user << "<span class='notice'>There seems to be a firewall preventing you from accessing this device.</span>"
return 0
return 1
/obj/machinery/turretid/attackby(obj/item/weapon/W, mob/user)
if(stat & BROKEN) return
if (istype(user, /mob/living/silicon))
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/card/emag) && !emagged)
user << "<span class='danger'>You short out the turret controls' access analysis module.</span>"
emagged = 1
locked = 0
if(user.machine==src)
src.attack_hand(user)
return
else if( get_dist(src, user) == 0 ) // trying to unlock the interface
if (src.allowed(usr))
if(emagged)
user << "<span class='notice'>The turret control is unresponsive.</span>"
return
locked = !locked
user << "<span class='notice'>You [ locked ? "lock" : "unlock"] the panel.</span>"
if (locked)
if (user.machine==src)
user.unset_machine()
user << browse(null, "window=turretid")
else
if (user.machine==src)
src.attack_hand(user)
else
user << "<span class='warning'>Access denied.</span>"
/obj/machinery/turretid/attack_ai(mob/user as mob)
return attack_hand(user)
/obj/machinery/turretid/attack_hand(mob/user as mob)
if(!can_use(user))
return
user.set_machine(src)
var/loc = src.loc
if (istype(loc, /turf))
var/turf/T = loc
loc = T.loc
if (!istype(loc, /area))
return
var/area/area = loc
var/dat = ""
if(!locked || issilicon(user))
dat += text({"<BR><BR>
Lethal Mode: []<BR>
Neutralize All Non-Synthetics: []<BR>"},
"<A href='?src=\ref[src];operation=togglelethal'>[lethal ? "Enabled" : "Disabled"]</A>",
"<A href='?src=\ref[src];operation=toggleai'>[check_synth ? "Yes" : "No"]</A>")
if(!check_synth)
dat += text({"Check for Weapon Authorization: []<BR>
Check Security Records: []<BR>
Check Arrest Status: []<BR>
Neutralize All Non-Authorized Personnel: []<BR>
Neutralize All Unidentified Life Signs: []<BR>"},
"<A href='?src=\ref[src];operation=authweapon'>[check_weapons ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkrecords'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkarrest'>[check_arrest ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkaccess'>[check_access ? "Yes" : "No"]</A>",
"<A href='?src=\ref[src];operation=checkxenos'>[check_anomalies ? "Yes" : "No"]</A>" )
else
dat += "<div class='notice icon'>Swipe ID card to unlock interface</div>"
//user << browse(t, "window=turretid")
//onclose(user, "turretid")
var/datum/browser/popup = new(user, "turretid", "Turret Control Panel ([area.name])", 500, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/turretid/Topic(href, href_list, var/nowindow = 0)
if(..())
return 1
if(!can_use(usr))
return 1
switch(href_list["operation"]) //toggles customizable behavioural protocols
if("toggleon")
enabled = !enabled
if("togglelethal")
lethal = !lethal
if("toggleai")
check_synth = !check_synth
if("authweapon")
check_weapons = !check_weapons
if("checkrecords")
check_records = !check_records
if("checkarrest")
check_arrest = !check_arrest
if("checkaccess")
check_access = !check_access
if("checkxenos")
check_anomalies = !check_anomalies
src.updateTurrets()
if(!nowindow)
attack_hand(usr)
/obj/machinery/turretid/updateDialog()
if (stat & (BROKEN|MAINT))
return
..()
/obj/machinery/turretid/proc/updateTurrets()
var/datum/turret_checks/TC = new
TC.on = enabled
TC.lethal = lethal
TC.check_synth = check_synth
TC.check_access = check_access
TC.check_records = check_records
TC.check_arrest = check_arrest
TC.check_weapons = check_weapons
TC.check_anomalies = check_anomalies
TC.ailock = ailock
if(control_area)
for (var/obj/machinery/porta_turret/aTurret in get_area_all_atoms(control_area))
aTurret.setState(TC)
src.update_icon()
/obj/machinery/turretid/power_change()
..()
updateTurrets()
update_icon()
/obj/machinery/turretid/update_icon()
..()
if(stat & NOPOWER)
icon_state = "control_off"
else if (enabled)
if (lethal)
icon_state = "control_kill"
else
icon_state = "control_stun"
else
icon_state = "control_standby"
/obj/machinery/turretid/emp_act(severity)
if(enabled)
//if the turret is on, the EMP no matter how severe disables the turret for a while
//and scrambles its settings, with a slight chance of having an emag effect
check_arrest = pick(0, 1)
check_records = pick(0, 1)
check_weapons = pick(0, 1)
check_access = pick(0, 0, 0, 0, 1) // check_access is a pretty big deal, so it's least likely to get turned on
check_anomalies = pick(0, 1)
enabled=0
updateTurrets()
sleep(rand(60,600))
if(!enabled)
enabled=1
updateTurrets()
..()