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CHOMPStation2/code/game/objects/structures/reflectors_ch.dm
CHOMPStation2StaffMirrorBot f7de0bb70b [MIRROR] Start of TG Click Code Port (#12071)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-12-06 03:18:32 -05:00

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/obj/structure/reflector
name = "reflector base"
icon = 'icons/obj/tgs_structures_ch.dmi'
icon_state = "reflector_map"
desc = "A base for reflector assemblies."
anchored = FALSE
density = FALSE
var/deflector_icon_state
var/image/deflector_overlay
var/finished = FALSE
var/admin = FALSE //Can't be rotated or deconstructed
var/can_rotate = TRUE
var/framebuildstacktype = /obj/item/stack/material//metal
var/framebuildstackamount = 5
var/buildstacktype = /obj/item/stack/material//metal
var/buildstackamount = 0
var/fires_projectile = /obj/item/projectile/beam/emitter
var/fires_accuracy = 10000
var/fires_dispersion = 0
var/list/allowed_projectile_typecache = list(/obj/item/projectile/beam)
var/rotation_angle = -1
var/can_decon = TRUE
var/list/has_projectiles = list()
var/bullet_act_in_progress = FALSE
/obj/structure/reflector/Initialize(mapload)
. = ..()
icon_state = "reflector_base"
allowed_projectile_typecache = typecacheof(allowed_projectile_typecache)
if(deflector_icon_state)
deflector_overlay = image(icon, deflector_icon_state)
add_overlay(deflector_overlay)
if(rotation_angle == -1)
setAngle(dir2angle(dir))
else
setAngle(rotation_angle)
if(admin)
can_rotate = FALSE
SSreflector.processing += src
/obj/structure/reflector/examine(mob/user)
. = ..()
if(finished)
. += "It is set to [rotation_angle] degrees, and the rotation is [can_rotate ? "unlocked" : "locked"]."
if(!admin)
if(can_rotate)
. += span_notice("Alt-click to adjust its direction.")
else
. += span_notice("Use screwdriver to unlock the rotation.")
/obj/structure/reflector/proc/Fire()
UNTIL(!bullet_act_in_progress)
var/list/angles = list()
for(var/obj/item/projectile/P in has_projectiles)
angles[num2text(has_projectiles[P])] += P.damage
for(var/angle in angles)
var/obj/item/projectile/P = new fires_projectile(src)
P.firer = src
P.damage = angles[angle]
P.accuracy = 350
P.dispersion = 0
P.fire(text2num(angle))
has_projectiles = list()
/obj/structure/reflector/proc/setAngle(new_angle)
if(can_rotate)
rotation_angle = new_angle
if(deflector_overlay)
cut_overlay(deflector_overlay)
deflector_overlay.transform = turn(matrix(), new_angle)
add_overlay(deflector_overlay)
/obj/structure/reflector/proc/redirect_projectile(obj/item/projectile/P,pangle)
has_projectiles[P] = pangle
qdel(P)
/obj/structure/reflector/set_dir(new_dir)
return ..(NORTH)
/obj/structure/reflector/Crossed(atom/movable/AM) //Ok so this is my solution to garbage projectile code. Please god let this work.
if(istype(AM,/obj/item/projectile))
AM.Bump(src)
/obj/structure/reflector/bullet_act(obj/item/projectile/P)
bullet_act_in_progress = TRUE
var/pdir = P.dir
var/pangle = P.Angle
var/ploc = get_turf(P)
if(!finished || !allowed_projectile_typecache[P.type] || !(P.dir in GLOB.cardinal))
return ..()
if(auto_reflect(P, pdir, ploc, pangle) != 2)
return ..()
bullet_act_in_progress = FALSE
/obj/structure/reflector/proc/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
P.ignore_source_check = TRUE
return 2
/obj/structure/reflector/attackby(obj/item/W, mob/user, params)
if(admin)
return
if(W.is_screwdriver())
can_rotate = !can_rotate
to_chat(user, span_notice("You [can_rotate ? "unlock" : "lock"] [src]'s rotation."))
playsound(W, W.usesound, 50, 1)
return
if(W.is_wrench() && can_decon)
if(anchored)
to_chat(user, span_warning("Unweld [src] from the floor first!"))
return
user.visible_message(span_notice("[user] starts to dismantle [src]."), span_notice("You start to dismantle [src]..."))
to_chat(user, span_notice("You dismantle [src]."))
new framebuildstacktype(drop_location(), framebuildstackamount)
if(buildstackamount)
new buildstacktype(drop_location(), buildstackamount)
qdel(src)
else if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/I = W
if(!anchored)
if(!I.remove_fuel(1,user))
return
user.visible_message(span_notice("[user] starts to weld [src] to the floor."),
span_notice("You start to weld [src] to the floor..."),
span_hear("You hear welding."))
anchored = TRUE
to_chat(user, span_notice("You weld [src] to the floor."))
else
if(!I.remove_fuel(1,user))
return
user.visible_message(span_notice("[user] starts to cut [src] free from the floor."),
span_notice("You start to cut [src] free from the floor..."),
span_hear("You hear welding."))
anchored = FALSE
to_chat(user, span_notice("You cut [src] free from the floor."))
//Finishing the frame
else if(istype(W, /obj/item/stack/material))
if(finished)
return
var/obj/item/stack/material/S = W
if(istype(S, /obj/item/stack/material/glass))
if(S.use(5))
new /obj/structure/reflector/single(drop_location())
qdel(src)
else
to_chat(user, span_warning("You need five sheets of glass to create a reflector!"))
return
if(istype(S, /obj/item/stack/material/glass/reinforced))
if(S.use(10))
new /obj/structure/reflector/double(drop_location())
qdel(src)
else
to_chat(user, span_warning("You need ten sheets of reinforced glass to create a double reflector!"))
return
if(istype(S, /obj/item/stack/material/diamond))
if(S.use(1))
new /obj/structure/reflector/box(drop_location())
qdel(src)
else
return ..()
/obj/structure/reflector/proc/rotate(mob/user)
if (!can_rotate || admin)
to_chat(user, span_warning("The rotation is locked!"))
return FALSE
var/new_angle = tgui_input_number(user, "Input a new angle for primary reflection face.", "Reflector Angle", rotation_angle, 360, -360)
if(!CanUseTopic(user))
return
if(!isnull(new_angle))
setAngle(SIMPLIFY_DEGREES(new_angle))
return TRUE
/obj/structure/reflector/click_alt(mob/user)
if(!CanUseTopic(user))
return
else if(finished)
rotate(user)
//TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX
//SINGLE
/obj/structure/reflector/single
name = "reflector"
deflector_icon_state = "reflector"
desc = "An angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/material//glass
buildstackamount = 5
/obj/structure/reflector/single/anchored
anchored = TRUE
/obj/structure/reflector/single/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/single/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180))
if(abs(incidence) > 90 && abs(incidence) < 270)
return FALSE
var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
redirect_projectile(P,new_angle)
return ..()
//DOUBLE
/obj/structure/reflector/double
name = "double sided reflector"
deflector_icon_state = "reflector_double"
desc = "A double sided angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/material/glass/reinforced
buildstackamount = 10
/obj/structure/reflector/double/anchored
anchored = TRUE
/obj/structure/reflector/double/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/double/auto_reflect(obj/item/projectile/P, pdir, turf/ploc, pangle)
var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180))
var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
redirect_projectile(P,new_angle)
return ..()
//BOX
/obj/structure/reflector/box
name = "reflector box"
deflector_icon_state = "reflector_box"
desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/material/diamond
buildstackamount = 1
/obj/structure/reflector/box/Fire() //Since they all end up at the same angle, this should save a tad bit of processing power and memory <3
UNTIL(!bullet_act_in_progress)
var/total_damage = 0
for(var/obj/item/projectile/P in has_projectiles)
total_damage += P.damage
if(total_damage)
var/obj/item/projectile/P = new fires_projectile(src)
P.firer = src
P.damage = total_damage
P.accuracy = 350
P.dispersion = 0
P.fire(rotation_angle)
has_projectiles = list()
/obj/structure/reflector/box/anchored
anchored = TRUE
/obj/structure/reflector/box/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/box/auto_reflect(obj/item/projectile/P)
redirect_projectile(P,rotation_angle)
return ..()
/obj/structure/reflector/ex_act()
if(admin)
return
else
return ..()
/obj/structure/reflector/singularity_act()
if(admin)
return
else
return ..()
/obj/structure/reflector/box/orderable
name = "NanoTrasen reflector box"
desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction. This one is marked with NanoTrasen's logo."
can_decon = FALSE
/datum/material/steel/generate_recipes()
..()
recipes += new/datum/stack_recipe("reflector frame", /obj/structure/reflector, 5, time = 25, one_per_turf = TRUE, on_floor = TRUE)
/datum/supply_pack/eng/reflector
name = "Reflector crate"
cost = 35
containername = "Reflector crate"
containertype = /obj/structure/closet/crate/secure/einstein
contains = list(/obj/structure/reflector/box/orderable = 3)
//Below is mostly mapping stuff for the spicy storage I added to house these new reflectors ;p
/area/engineering/secret_storage
name = "Engineering Secret Storage"
/obj/machinery/portable_atmospherics/canister
var/dont_burst = FALSE
/obj/machinery/portable_atmospherics/canister/phoron/cold/Initialize(mapload)
. = ..()
src.air_contents.temperature = 2.72