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siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00

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//A series(?) of prisms for PoIs. The base one only works for beams.
// todo: refactor to /obj/structure/reflector
/obj/structure/prop/prism
name = "prismatic turret"
desc = "A raised, externally powered 'turret'. It seems to have a massive crystal ring around its base."
description_info = "This device is capable of redirecting any beam projectile."
icon = 'icons/obj/props/prism.dmi'
icon_state = "prism"
density = TRUE
anchored = TRUE
layer = 3.1 //Layer over projectiles.
plane = -10 //Layer over projectiles.
/// projectile_type's to reflect
/// all of these must be on a projectile
var/projectile_type = PROJECTILE_TYPE_BEAM | PROJECTILE_TYPE_PHOTONIC
/// can't reflect these
var/projectile_type_cant = NONE
var/rotation_lock = 0 // Can you rotate the prism at all?
var/free_rotate = 1 // Does the prism rotate in any direction, or only in the eight standard compass directions?
var/external_control_lock = 0 // Does the prism only rotate from the controls of an external switch?
var/degrees_from_north = 0 // How far is it rotated clockwise?
var/compass_directions = list("North" = 0, "South" = 180, "East" = 90, "West" = 270, "Northwest" = 315, "Northeast" = 45, "Southeast" = 135, "Southwest" = 225)
var/interaction_sound = 'sound/mecha/mechmove04.ogg'
var/dialID = null
var/obj/structure/prop/prismcontrol/remote_dial = null
var/silent = FALSE
interaction_message = "<span class='notice'>The prismatic turret seems to be able to rotate.</span>"
/obj/structure/prop/prism/Initialize(mapload)
. = ..()
if(degrees_from_north)
animate(src, transform = turn(NORTH, degrees_from_north), time = 3)
/obj/structure/prop/prism/Destroy()
if(remote_dial)
remote_dial.my_turrets -= src
remote_dial = null
..()
/obj/structure/prop/prism/proc/reset_rotation()
var/degrees_to_rotate = -1 * degrees_from_north
animate(src, transform = turn(src.transform, degrees_to_rotate), time = 2)
/obj/structure/prop/prism/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
..()
if(rotation_lock)
to_chat(user, "<span class='warning'>\The [src] is locked at its current bearing.</span>")
return
if(external_control_lock)
to_chat(user, "<span class='warning'>\The [src]'s motors resist your efforts to rotate it. You may need to find some form of controller.</span>")
return
var/confirm = input("Do you want to try to rotate \the [src]?", "[name]") in list("Yes", "No")
if(confirm == "No")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
return
var/new_bearing
if(free_rotate)
new_bearing = input("What bearing do you want to rotate \the [src] to?", "[name]") as num
new_bearing = round(new_bearing)
if(new_bearing <= -1 || new_bearing > 360)
to_chat(user, "<span class='warning'>Rotating \the [src] [new_bearing] degrees would be a waste of time.</span>")
return
else
var/choice = input("What point do you want to set \the [src] to?", "[name]") as null|anything in compass_directions
new_bearing = round(compass_directions[choice])
var/rotate_degrees = new_bearing - degrees_from_north
if(new_bearing == 360) // Weird artifact.
new_bearing = 0
degrees_from_north = new_bearing
var/two_stage = 0
if(rotate_degrees == 180 || rotate_degrees == -180)
two_stage = 1
var/multiplier = pick(-1, 1)
rotate_degrees = multiplier * (rotate_degrees / 2)
playsound(src, interaction_sound, 50, 1)
if(two_stage)
animate(src, transform = turn(src.transform, rotate_degrees), time = 3)
spawn(3)
animate(src, transform = turn(src.transform, rotate_degrees), time = 3)
else
animate(src, transform = turn(src.transform, rotate_degrees), time = 6) //Can't update transform because it will reset the angle.
/obj/structure/prop/prism/proc/rotate_auto(var/new_bearing)
if(rotation_lock)
visible_message("<span class='notice'>\The [src] shudders.</span>")
playsound(src, 'sound/effects/clang.ogg', 50, 1)
return
visible_message("<span class='notice'>\The [src] rotates to a bearing of [new_bearing].</span>")
var/rotate_degrees = new_bearing - degrees_from_north
if(new_bearing == 360)
new_bearing = 0
degrees_from_north = new_bearing
var/two_stage = 0
if(rotate_degrees == 180 || rotate_degrees == -180)
two_stage = 1
var/multiplier = pick(-1, 1)
rotate_degrees = multiplier * (rotate_degrees / 2)
playsound(src, interaction_sound, 50, 1)
if(two_stage)
animate(src, transform = turn(src.transform, rotate_degrees), time = 3)
spawn(3)
animate(src, transform = turn(src.transform, rotate_degrees), time = 3)
else
animate(src, transform = turn(src.transform, rotate_degrees), time = 6)
/obj/structure/prop/prism/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args)
if(((proj.projectile_type & projectile_type) != projectile_type) || (proj.projectile_type & projectile_type_cant))
return ..()
if(!silent)
visible_message("<span class='danger'>\The [src] redirects \the [proj]!</span>")
flick("[initial(icon_state)]+glow", src)
// todo: this is not the right way; visuals are weird and the raycast is :/
proj.physics_kick_forwards(16)
proj.set_angle(degrees_from_north)
return PROJECTILE_IMPACT_REFLECT
/obj/structure/prop/prism/incremental
free_rotate = 0
description_info = "This device is capable of redirecting any beam projectile, but only locks to specific positions in rotation."
/obj/structure/prop/prism/incremental/externalcont
external_control_lock = 1
description_info = "This device is capable of redirecting any beam projectile, but can only be rotated by a control dial to specific positions."
/obj/structure/prop/prism/externalcont
external_control_lock = 1
description_info = "This device is capable of redirecting any beam projectile, but can only be rotated by an external control dial."
/obj/structure/prop/prismcontrol
name = "prismatic dial"
desc = "A large dial with a crystalline ring."
icon = 'icons/obj/props/prism.dmi'
icon_state = "dial"
density = FALSE
anchored = TRUE
interaction_message = "<span class='notice'>The dial pulses as your hand nears it.</span>"
var/list/my_turrets = list()
var/dialID = null
/obj/structure/prop/prismcontrol/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
..()
var/confirm = input("Do you want to try to rotate \the [src]?", "[name]") in list("Yes", "No")
if(confirm == "No")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
return
if(!my_turrets || !my_turrets.len)
to_chat(user, "<span class='notice'>\The [src] doesn't seem to do anything.</span>")
return
var/free_rotate = 1
var/list/compass_directions = list()
for(var/obj/structure/prop/prism/P in my_turrets)
if(!P.free_rotate) //Doesn't use bearing, it uses compass points.
free_rotate = 0
compass_directions |= P.compass_directions
var/new_bearing
if(free_rotate)
new_bearing = input("What bearing do you want to rotate \the [src] to?", "[name]") as num
new_bearing = round(new_bearing)
if(new_bearing <= -1 || new_bearing > 360)
to_chat(user, "<span class='warning'>Rotating \the [src] [new_bearing] degrees would be a waste of time.</span>")
return
else
var/choice = input("What point do you want to set \the [src] to?", "[name]") as null|anything in compass_directions
new_bearing = round(compass_directions[choice])
confirm = input("Are you certain you want to rotate \the [src]?", "[name]") in list("Yes", "No")
if(confirm == "No")
visible_message(\
"<span class='notice'>[user.name] decides not to try turning \the [src].</span>",\
"<span class='notice'>You decide not to try turning \the [src].</span>")
return
to_chat(user, "<span class='notice'>\The [src] clicks into place.</span>")
for(var/obj/structure/prop/prism/P in my_turrets)
P.rotate_auto(new_bearing)
/obj/structure/prop/prismcontrol/Initialize(mapload)
. = ..()
if(my_turrets.len) //Preset controls.
for(var/obj/structure/prop/prism/P in my_turrets)
P.remote_dial = src
return
spawn()
for(var/obj/structure/prop/prism/P in orange(src, 30)) //Don't search a huge area. //Second note. I widened this area because the dial search area was ridiculously small.
if(P.dialID == dialID && !P.remote_dial && P.external_control_lock)
my_turrets |= P
P.remote_dial = src
/obj/structure/prop/prismcontrol/Destroy()
for(var/obj/structure/prop/prism/P in my_turrets)
P.remote_dial = null
my_turrets = list()
..()
/obj/structure/prop/prism/reflector
name = "reflector prism"
desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction."
icon_state = "reflector_box"
icon = 'icons/obj/reflector.dmi'
silent = TRUE
free_rotate = FALSE
anchored = FALSE
worth_intrinsic = 350
/obj/structure/prop/prism/reflector/attackby(obj/item/I, mob/living/user, list/params, clickchain_flags, damage_multiplier)
. = ..()
if(I.is_wrench())
if(do_after(user,40 * I.tool_speed))
to_chat(user, SPAN_NOTICE("You [anchored ? "anchor" : "unanchor"] [src]."))
anchored = !anchored