Files
CHOMPStation2/code/game/machinery/supplybeacon.dm
Datraen beda3185eb Reverts the second mob clean up because of incomplete implementation.
This caused an error that would then cause machinery to hang on the server, and was reproduced successfully.
2016-05-04 00:24:55 -04:00

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// Used to deploy the bacon.
/obj/item/supply_beacon
name = "inactive supply beacon"
icon = 'icons/obj/supplybeacon.dmi'
desc = "An inactive, hacked supply beacon stamped with the Vir Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment."
icon_state = "beacon"
var/deploy_path = /obj/machinery/power/supply_beacon
var/deploy_time = 30
/obj/item/supply_beacon/supermatter
name = "inactive supermatter supply beacon"
deploy_path = /obj/machinery/power/supply_beacon/supermatter
/obj/item/supply_beacon/attack_self(var/mob/user)
user.visible_message("<span class='notice'>\The [user] begins setting up \the [src].</span>")
if(!do_after(user, deploy_time))
return
var/obj/S = new deploy_path(get_turf(user))
user.visible_message("<span class='notice'>\The [user] deploys \the [S].</span>")
user.unEquip(src)
qdel(src)
/obj/machinery/power/supply_beacon
name = "supply beacon"
desc = "A bulky moonshot supply beacon. Someone has been messing with the wiring."
icon = 'icons/obj/supplybeacon.dmi'
icon_state = "beacon"
anchored = 0
density = 1
layer = MOB_LAYER - 0.1
stat = 0
var/target_drop_time
var/drop_delay = 450
var/expended
var/drop_type
/obj/machinery/power/supply_beacon/New()
..()
if(!drop_type) drop_type = pick(supply_drop_random_loot_types())
/obj/machinery/power/supply_beacon/supermatter
name = "supermatter supply beacon"
drop_type = "supermatter"
/obj/machinery/power/supply_beacon/attackby(var/obj/item/weapon/W, var/mob/user)
if(!use_power && istype(W, /obj/item/weapon/wrench))
if(!anchored && !connect_to_network())
user << "<span class='warning'>This device must be placed over an exposed cable.</span>"
return
anchored = !anchored
user.visible_message("<span class='notice'>\The [user] [anchored ? "secures" : "unsecures"] \the [src].</span>")
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
return
return ..()
/obj/machinery/power/supply_beacon/attack_hand(var/mob/user)
if(expended)
use_power = 0
user << "<span class='warning'>\The [src] has used up its charge.</span>"
return
if(anchored)
return use_power ? deactivate(user) : activate(user)
else
user << "<span class='warning'>You need to secure the beacon with a wrench first!</span>"
return
/obj/machinery/power/supply_beacon/attack_ai(var/mob/user)
if(user.Adjacent(src))
attack_hand(user)
/obj/machinery/power/supply_beacon/proc/activate(var/mob/user)
if(expended)
return
if(surplus() < 500)
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
set_light(3, 3, "#00CCAA")
icon_state = "beacon_active"
use_power = 1
if(user) user << "<span class='notice'>You activate the beacon. The supply drop will be dispatched soon.</span>"
/obj/machinery/power/supply_beacon/proc/deactivate(var/mob/user, var/permanent)
if(permanent)
expended = 1
icon_state = "beacon_depleted"
else
icon_state = "beacon"
set_light(0)
use_power = 0
target_drop_time = null
if(user) user << "<span class='notice'>You deactivate the beacon.</span>"
/obj/machinery/power/supply_beacon/Destroy()
if(use_power)
deactivate()
..()
/obj/machinery/power/supply_beacon/process()
if(expended)
return PROCESS_KILL
if(!use_power)
return
if(draw_power(500) < 500)
deactivate()
return
if(!target_drop_time)
target_drop_time = world.time + drop_delay
else if(world.time >= target_drop_time)
deactivate(permanent = 1)
var/drop_x = src.x-2
var/drop_y = src.y-2
var/drop_z = src.z
command_announcement.Announce("Vir Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] recieved. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage")
spawn(rand(100,300))
new /datum/random_map/droppod/supply(null, drop_x, drop_y, drop_z, supplied_drop = drop_type) // Splat.