Files
CHOMPStation2/code/game/objects/items/uav.dm
2021-07-16 17:44:40 +00:00

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#define UAV_OFF 0
#define UAV_ON 1
#define UAV_PAIRING 2
#define UAV_PACKED 3
/obj/item/device/uav
name = "recon skimmer"
desc = "A semi-portable reconnaissance drone that folds into a backpack-sized carrying case."
icon = 'icons/obj/uav.dmi'
icon_state = "uav"
var/obj/item/weapon/cell/cell
var/cell_type = null //Can put a starting cell here
density = TRUE //Is dense, but not anchored, so you can swap with it
slowdown = 1.5 //Heevvee.
health = 100
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_cone_y_offset = 5
light_range = 4
light_power = 4
var/power_per_process = 50 // About 6.5 minutes of use on a high-cell (10,000)
var/state = UAV_OFF
var/datum/effect/effect/system/ion_trail_follow/ion_trail
var/list/mob/living/masters
// So you know which is which
var/nickname = "Unnamed UAV"
// Radial menu
var/static/image/radial_pickup = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_pickup")
var/static/image/radial_wrench = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_wrench")
var/static/image/radial_power = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_power")
var/static/image/radial_pair = image(icon = 'icons/mob/radial.dmi', icon_state = "radial_pair")
// Movement cooldown
var/next_move = 0
// Idle shutdown time
var/no_masters_time = 0
/obj/item/device/uav/loaded
cell_type = /obj/item/weapon/cell/high
/obj/item/device/uav/Initialize()
. = ..()
if(!cell && cell_type)
cell = new cell_type
ion_trail = new /datum/effect/effect/system/ion_trail_follow()
ion_trail.set_up(src)
ion_trail.stop()
/obj/item/device/uav/Destroy()
qdel_null(cell)
qdel_null(ion_trail)
LAZYCLEARLIST(masters)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/device/uav/examine(mob/user)
. = ..()
if(Adjacent(user))
. += "It has <i>'[nickname]'</i> scribbled on the side."
if(!cell)
. += "<span class='warning'>It appears to be missing a power cell.</span>"
if(health <= (initial(health)/4))
. += "<span class='warning'>It looks like it might break at any second!</span>"
else if(health <= (initial(health)/2))
. += "<span class='warning'>It looks pretty beaten up...</span>"
/obj/item/device/uav/attack_hand(var/mob/user)
//Has to be on the ground to work with it properly
if(!isturf(loc))
return ..()
var/list/options = list(
"Pick Up" = radial_pickup,
"(Dis)Assemble" = radial_wrench,
"Toggle Power" = radial_power,
"Pairing Mode" = radial_pair)
var/choice = show_radial_menu(user, src, options, require_near = !issilicon(user))
switch(choice)
// Can pick up when off or packed
if("Pick Up")
if(state == UAV_OFF || state == UAV_PACKED)
return ..()
else
to_chat(user,"<span class='warning'>Turn [nickname] off or pack it first!</span>")
return
// Can disasemble or reassemble from packed or off (and this one takes time)
if("(Dis)Assemble")
if(can_transition_to(state == UAV_PACKED ? UAV_OFF : UAV_PACKED, user))
user.visible_message("<b>[user]</b> starts [state == UAV_PACKED ? "unpacking" : "packing"] [src].", "You start [state == UAV_PACKED ? "unpacking" : "packing"] [src].")
if(do_after(user, 10 SECONDS, src))
return toggle_packed(user)
// Can toggle power from on and off
if("Toggle Power")
if(can_transition_to(state == UAV_ON ? UAV_OFF : UAV_ON, user))
return toggle_power(user)
// Can pair when off
if("Pairing Mode")
if(can_transition_to(state == UAV_PAIRING ? UAV_OFF : UAV_PAIRING, user))
return toggle_pairing(user)
/obj/item/device/uav/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/modular_computer) && state == UAV_PAIRING)
var/obj/item/modular_computer/MC = I
LAZYDISTINCTADD(MC.paired_uavs, weakref(src))
playsound(src, 'sound/machines/buttonbeep.ogg', 50, 1)
visible_message("<span class='notice'>[user] pairs [I] to [nickname]</span>")
toggle_pairing()
else if(I.is_screwdriver() && cell)
if(do_after(user, 3 SECONDS, src))
to_chat(user, "<span class='notice'>You remove [cell] into [nickname].</span>")
playsound(src, I.usesound, 50, 1)
power_down()
cell.forceMove(get_turf(src))
cell = null
else if(istype(I, /obj/item/weapon/cell) && !cell)
if(do_after(user, 3 SECONDS, src))
to_chat(user, "<span class='notice'>You insert [I] into [nickname].</span>")
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
power_down()
user.remove_from_mob(I)
I.forceMove(src)
cell = I
else if(istype(I, /obj/item/weapon/pen) || istype(I, /obj/item/device/flashlight/pen))
var/tmp_label = sanitizeSafe(input(user, "Enter a nickname for [src]", "Nickname", nickname), MAX_NAME_LEN)
if(length(tmp_label) > 50 || length(tmp_label) < 3)
to_chat(user, "<span class='notice'>The nickname must be between 3 and 50 characters.</span>")
else
to_chat(user, "<span class='notice'>You scribble your new nickname on the side of [src].</span>")
nickname = tmp_label
desc = initial(desc) + " This one has <span class='notice'>'[nickname]'</span> scribbled on the side."
else
return ..()
/obj/item/device/uav/proc/can_transition_to(var/new_state, var/mob/user)
switch(state) //Current one
if(UAV_ON)
if(new_state == UAV_OFF || new_state == UAV_PACKED)
. = TRUE
if(UAV_OFF)
if(new_state == UAV_ON || new_state == UAV_PACKED || new_state == UAV_PAIRING)
. = TRUE
if(UAV_PAIRING)
if(new_state == UAV_OFF)
. = TRUE
if(UAV_PACKED)
if(new_state == UAV_OFF)
. = TRUE
if(!.)
if(user)
to_chat(user, "<span class='warning'>You can't do that while [nickname] is in this state.</span>")
return FALSE
/obj/item/device/uav/update_icon()
cut_overlays()
switch(state)
if(UAV_PAIRING)
add_overlay("[initial(icon_state)]_pairing")
icon_state = "[initial(icon_state)]"
if(UAV_ON)
icon_state = "[initial(icon_state)]_on"
if(UAV_OFF)
icon_state = "[initial(icon_state)]"
if(UAV_PACKED)
icon_state = "[initial(icon_state)]_packed"
/obj/item/device/uav/process()
if(cell?.use(power_per_process) != power_per_process)
visible_message("<span class='warning'>[src] sputters and thuds to the ground, inert.</span>")
playsound(src, 'sound/items/drop/metalboots.ogg', 75, 1)
power_down()
health -= initial(health)*0.25 //Lose 25% of your original health
if(LAZYLEN(masters))
no_masters_time = 0
else if(no_masters_time++ > 50)
power_down()
/obj/item/device/uav/proc/toggle_pairing()
switch(state)
if(UAV_PAIRING)
state = UAV_OFF
update_icon()
return TRUE
if(UAV_OFF)
state = UAV_PAIRING
update_icon()
return TRUE
return FALSE
/obj/item/device/uav/proc/toggle_power()
switch(state)
if(UAV_OFF)
power_up()
return TRUE
if(UAV_ON)
power_down()
return TRUE
return FALSE
/obj/item/device/uav/proc/toggle_packed()
if(state == UAV_ON)
power_down()
switch(state)
if(UAV_OFF) //Packing
state = UAV_PACKED
w_class = ITEMSIZE_LARGE
slowdown = 0.5
density = FALSE
update_icon()
return TRUE
if(UAV_PACKED) //Unpacking
state = UAV_OFF
w_class = ITEMSIZE_HUGE
slowdown = 1.5
density = TRUE
update_icon()
return TRUE
return FALSE
/obj/item/device/uav/proc/power_up()
if(state != UAV_OFF || !isturf(loc))
return
if(cell?.use(power_per_process) != power_per_process)
visible_message("<span class='warning'>[src] sputters and chugs as it tries, and fails, to power up.</span>")
return
state = UAV_ON
update_icon()
start_hover()
set_light_on(TRUE)
START_PROCESSING(SSobj, src)
no_masters_time = 0
visible_message("<span class='notice'>[nickname] buzzes and lifts into the air.</span>")
/obj/item/device/uav/proc/power_down()
if(state != UAV_ON)
return
state = UAV_OFF
update_icon()
stop_hover()
set_light_on(FALSE)
LAZYCLEARLIST(masters)
STOP_PROCESSING(SSobj, src)
visible_message("<span class='notice'>[nickname] gracefully settles onto the ground.</span>")
//////////////// Helpers
/obj/item/device/uav/get_cell()
return cell
/obj/item/device/uav/relaymove(var/mob/user, direction, signal = 1)
if(signal && state == UAV_ON && (weakref(user) in masters))
if(next_move <= world.time)
next_move = world.time + (1 SECOND/signal)
step(src, direction)
return TRUE // Even if we couldn't step, we're taking credit for absorbing the move
return FALSE
/obj/item/device/uav/proc/get_status_string()
return "[nickname] - [get_x(src)],[get_y(src)],[get_z(src)] - I:[health]/[initial(health)] - C:[cell ? "[cell.charge]/[cell.maxcharge]" : "Not Installed"]"
/obj/item/device/uav/proc/add_master(var/mob/living/M)
LAZYDISTINCTADD(masters, weakref(M))
/obj/item/device/uav/proc/remove_master(var/mob/living/M)
LAZYREMOVE(masters, weakref(M))
/obj/item/device/uav/check_eye()
if(state == UAV_ON)
return 0
else
return -1
/obj/item/device/uav/proc/start_hover()
if(!ion_trail.on) //We'll just use this to store if we're floating or not
ion_trail.start()
var/amplitude = 2 //maximum displacement from original position
var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
var/top = old_y + amplitude
var/bottom = old_y - amplitude
var/half_period = period / 2
var/quarter_period = period / 4
animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
/obj/item/device/uav/proc/stop_hover()
if(ion_trail.on)
ion_trail.stop()
animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
/obj/item/device/uav/hear_talk(var/mob/M, list/message_pieces, verb)
var/name_used = M.GetVoice()
for(var/wr_master in masters)
var/weakref/wr = wr_master
var/mob/master = wr.resolve()
var/list/combined = master.combine_message(message_pieces, verb, M)
var/message = combined["formatted"]
var/rendered = "<i><span class='game say'>UAV received: <span class='name'>[name_used]</span> [message]</span></i>"
master.show_message(rendered, 2)
/obj/item/device/uav/see_emote(var/mob/living/M, text)
for(var/wr_master in masters)
var/weakref/wr = wr_master
var/mob/master = wr.resolve()
var/rendered = "<i><span class='game say'>UAV received, <span class='message'>[text]</span></span></i>"
master.show_message(rendered, 2)
/obj/item/device/uav/show_message(msg, type, alt, alt_type)
for(var/wr_master in masters)
var/weakref/wr = wr_master
var/mob/master = wr.resolve()
var/rendered = "<i><span class='game say'>UAV received, <span class='message'>[msg]</span></span></i>"
master.show_message(rendered, type)
/obj/item/device/uav/take_damage(var/damage)
health -= damage
CheckHealth()
return
/obj/item/device/uav/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
user.do_attack_animation(src)
health -= damage
CheckHealth()
return
/obj/item/device/uav/ex_act(severity)
switch(severity)
if(1.0)
die()
if(2.0)
health -= 25
CheckHealth()
/obj/item/device/uav/proc/CheckHealth()
if(health <= 0)
die()
/obj/item/device/uav/proc/die()
visible_message("<span class='danger'>[src] shorts out and explodes!</span>")
power_down()
var/turf/T = get_turf(src)
qdel(src)
explosion(T, -1, 0, 1, 2) //Not very large
#undef UAV_OFF
#undef UAV_ON
#undef UAV_PACKED