Files
CHOMPStation2/code/modules/assembly/infrared.dm
mport2004@gmail.com e98a7893fa The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors. 
Changelog updated


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-05 07:42:24 +00:00

338 lines
7.6 KiB
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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/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
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_items.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/beam/i_beam/I = new /obj/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_items.Remove(src)
return
attack_hand()
del(src.first)
..()
return
Move()
var/t = src.dir
..()
src.dir = t
del(src.first)
return
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/beam/i_beam
name = "i beam"
icon = 'projectiles.dmi'
icon_state = "ibeam"
var/obj/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/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/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/beam/i_beam/proc/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/beam/i_beam/I = new /obj/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/beam/i_beam/Bump()
del(src)
return
/obj/beam/i_beam/Bumped()
src.hit()
return
/obj/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/beam))
return
spawn( 0 )
src.hit()
return
return
/obj/beam/i_beam/Del()
del(src.next)
..()
return