Merge pull request #1229 from ArchieBeepBoop/iconupdates

Ports: Icon state updates Part 1
This commit is contained in:
QuoteFox
2021-06-06 19:51:08 +01:00
committed by GitHub
65 changed files with 9619 additions and 9452 deletions
+3 -3
View File
@@ -113,7 +113,7 @@
name = "Show Buttons"
else
name = "Hide Buttons"
UpdateIcon()
update_icon()
usr.update_action_buttons()
/obj/screen/movable/action_button/hide_toggle/AltClick(mob/user)
@@ -135,9 +135,9 @@
hide_icon = settings["toggle_icon"]
hide_state = settings["toggle_hide"]
show_state = settings["toggle_show"]
UpdateIcon()
update_icon()
/obj/screen/movable/action_button/hide_toggle/proc/UpdateIcon()
/obj/screen/movable/action_button/hide_toggle/update_icon()
cut_overlays()
add_overlay(mutable_appearance(hide_icon, hidden ? show_state : hide_state))
+18
View File
@@ -195,89 +195,107 @@
// Language menu
using = new /obj/screen/language_menu
using.screen_loc = ui_borg_language_menu
using.hud = src
static_inventory += using
//AI core
using = new /obj/screen/ai/aicore()
using.screen_loc = ui_ai_core
using.hud = src
static_inventory += using
//Camera list
using = new /obj/screen/ai/camera_list()
using.screen_loc = ui_ai_camera_list
using.hud = src
static_inventory += using
//Track
using = new /obj/screen/ai/camera_track()
using.screen_loc = ui_ai_track_with_camera
using.hud = src
static_inventory += using
//Camera light
using = new /obj/screen/ai/camera_light()
using.screen_loc = ui_ai_camera_light
using.hud = src
static_inventory += using
//Crew Monitoring
using = new /obj/screen/ai/crew_monitor()
using.screen_loc = ui_ai_crew_monitor
using.hud = src
static_inventory += using
//Crew Manifest
using = new /obj/screen/ai/crew_manifest()
using.screen_loc = ui_ai_crew_manifest
using.hud = src
static_inventory += using
//Alerts
using = new /obj/screen/ai/alerts()
using.screen_loc = ui_ai_alerts
using.hud = src
static_inventory += using
//Announcement
using = new /obj/screen/ai/announcement()
using.screen_loc = ui_ai_announcement
using.hud = src
static_inventory += using
//Shuttle
using = new /obj/screen/ai/call_shuttle()
using.screen_loc = ui_ai_shuttle
using.hud = src
static_inventory += using
//Laws
using = new /obj/screen/ai/state_laws()
using.screen_loc = ui_ai_state_laws
using.hud = src
static_inventory += using
//PDA message
using = new /obj/screen/ai/pda_msg_send()
using.screen_loc = ui_ai_pda_send
using.hud = src
static_inventory += using
//PDA log
using = new /obj/screen/ai/pda_msg_show()
using.screen_loc = ui_ai_pda_log
using.hud = src
static_inventory += using
//Take image
using = new /obj/screen/ai/image_take()
using.screen_loc = ui_ai_take_picture
using.hud = src
static_inventory += using
//View images
using = new /obj/screen/ai/image_view()
using.screen_loc = ui_ai_view_images
using.hud = src
static_inventory += using
//Medical/Security sensors
using = new /obj/screen/ai/sensors()
using.screen_loc = ui_ai_sensor
using.hud = src
static_inventory += using
//Multicamera mode
using = new /obj/screen/ai/multicam()
using.screen_loc = ui_ai_multicam
using.hud = src
static_inventory += using
//Add multicamera camera
using = new /obj/screen/ai/add_multicam()
using.screen_loc = ui_ai_add_multicam
using.hud = src
static_inventory += using
+17 -6
View File
@@ -43,18 +43,20 @@
using.icon = ui_style
using.icon_state = "swap_1"
using.screen_loc = ui_swaphand_position(owner,1)
using.hud = src
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
using.hud = src
static_inventory += using
using = new /obj/screen/act_intent/alien()
using.icon_state = mymob.a_intent
static_inventory += using
action_intent = using
action_intent = new /obj/screen/act_intent/alien()
action_intent.icon_state = mymob.a_intent
action_intent.hud = src
static_inventory += action_intent
if(isalienhunter(mymob))
var/mob/living/carbon/alien/humanoid/hunter/H = mymob
@@ -64,43 +66,52 @@
using = new/obj/screen/language_menu
using.screen_loc = ui_alien_language_menu
using.hud = src
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
using.hud = src
static_inventory += using
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
using.hud = src
hotkeybuttons += using
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
throw_icon.hud = src
hotkeybuttons += throw_icon
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_pull_resist
static_inventory += pull_icon
//begin indicators
healths = new /obj/screen/healths/alien()
healths.hud = src
infodisplay += healths
alien_plasma_display = new /obj/screen/alien/plasma_display()
alien_plasma_display.hud = src
infodisplay += alien_plasma_display
if(!isalienqueen(mymob))
alien_queen_finder = new /obj/screen/alien/alien_queen_finder
alien_queen_finder.hud = src
infodisplay += alien_queen_finder
zone_select = new /obj/screen/zone_sel/alien()
zone_select.update_icon(mymob)
zone_select.hud = src
zone_select.update_icon()
static_inventory += zone_select
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
+12 -6
View File
@@ -5,26 +5,32 @@
..()
var/obj/screen/using
using = new /obj/screen/act_intent/alien()
using.icon_state = mymob.a_intent
static_inventory += using
action_intent = using
action_intent = new /obj/screen/act_intent/alien()
action_intent.icon_state = mymob.a_intent
action_intent.hud = src
static_inventory += action_intent
healths = new /obj/screen/healths/alien()
healths.hud = src
infodisplay += healths
alien_queen_finder = new /obj/screen/alien/alien_queen_finder()
alien_queen_finder.hud = src
infodisplay += alien_queen_finder
pull_icon = new /obj/screen/pull()
pull_icon.icon = 'icons/mob/screen_alien.dmi'
pull_icon.update_icon(mymob)
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_pull_resist
hotkeybuttons += pull_icon
using = new/obj/screen/language_menu
using.screen_loc = ui_alien_language_menu
using.hud = src
static_inventory += using
zone_select = new /obj/screen/zone_sel/alien()
zone_select.update_icon(mymob)
zone_select.hud = src
zone_select.update_icon()
static_inventory += zone_select
+9
View File
@@ -133,17 +133,21 @@
blobpwrdisplay.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
blobpwrdisplay.layer = ABOVE_HUD_LAYER
blobpwrdisplay.plane = ABOVE_HUD_PLANE
blobpwrdisplay.hud = src
infodisplay += blobpwrdisplay
healths = new /obj/screen/healths/blob()
healths.hud = src
infodisplay += healths
using = new /obj/screen/blob/BlobHelp()
using.screen_loc = "WEST:6,NORTH:-3"
using.hud = src
static_inventory += using
using = new /obj/screen/blob/JumpToNode()
using.screen_loc = ui_inventory
using.hud = src
static_inventory += using
using = new /obj/screen/blob/JumpToCore()
@@ -153,18 +157,22 @@
using = new /obj/screen/blob/Blobbernaut()
using.screen_loc = ui_belt
using.hud = src
static_inventory += using
using = new /obj/screen/blob/ResourceBlob()
using.screen_loc = ui_back
using.hud = src
static_inventory += using
using = new /obj/screen/blob/NodeBlob()
using.screen_loc = ui_hand_position(2)
using.hud = src
static_inventory += using
using = new /obj/screen/blob/FactoryBlob()
using.screen_loc = ui_hand_position(1)
using.hud = src
static_inventory += using
using = new /obj/screen/blob/ReadaptChemical()
@@ -174,4 +182,5 @@
using = new /obj/screen/blob/RelocateCore()
using.screen_loc = ui_storage2
using.hud = src
static_inventory += using
+2
View File
@@ -3,7 +3,9 @@
..()
blobpwrdisplay = new /obj/screen/healths/blob/naut/core()
blobpwrdisplay.hud = src
infodisplay += blobpwrdisplay
healths = new /obj/screen/healths/blob/naut()
healths.hud = src
infodisplay += healths
+3 -1
View File
@@ -5,9 +5,11 @@
..()
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_construct_pull
static_inventory += pull_icon
healths = new /obj/screen/healths/construct()
healths.hud = src
infodisplay += healths
+10 -2
View File
@@ -9,11 +9,13 @@
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drone_drop
using.hud = src
static_inventory += using
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_drone_pull
static_inventory += pull_icon
@@ -26,6 +28,7 @@
using.screen_loc = ui_swaphand_position(owner,1)
using.layer = HUD_LAYER
using.plane = HUD_PLANE
using.hud = src
static_inventory += using
using = new /obj/screen/inventory()
@@ -35,14 +38,19 @@
using.screen_loc = ui_swaphand_position(owner,2)
using.layer = HUD_LAYER
using.plane = HUD_PLANE
using.hud = src
static_inventory += using
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
zone_select.hud = src
zone_select.update_icon()
lingchemdisplay = new /obj/screen/ling/chems()
lingchemdisplay.hud = src
devilsouldisplay = new /obj/screen/devil/soul_counter
devilsouldisplay.hud = src
infodisplay += devilsouldisplay
+9 -2
View File
@@ -6,11 +6,13 @@
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drone_drop
using.hud = src
static_inventory += using
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_drone_pull
static_inventory += pull_icon
@@ -20,12 +22,14 @@
using.icon = ui_style
using.icon_state = "swap_1_m"
using.screen_loc = ui_swaphand_position(owner,1)
using.hud = src
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
using.hud = src
static_inventory += using
if(mymob.possible_a_intents)
@@ -36,16 +40,19 @@
action_intent = new /obj/screen/act_intent
action_intent.icon = ui_style
action_intent.icon_state = mymob.a_intent
action_intent.hud = src
static_inventory += action_intent
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
zone_select.hud = src
zone_select.update_icon()
static_inventory += zone_select
using = new /obj/screen/area_creator
using.icon = ui_style
using.hud = src
static_inventory += using
mymob.client.screen = list()
+95 -89
View File
@@ -1,89 +1,95 @@
/obj/screen/ghost
icon = 'icons/mob/screen_ghost.dmi'
/obj/screen/ghost/MouseEntered()
flick(icon_state + "_anim", src)
/obj/screen/ghost/jumptomob
name = "Jump to mob"
icon_state = "jumptomob"
/obj/screen/ghost/jumptomob/Click()
var/mob/dead/observer/G = usr
G.jumptomob()
/obj/screen/ghost/orbit
name = "Orbit"
icon_state = "orbit"
/obj/screen/ghost/orbit/Click()
var/mob/dead/observer/G = usr
G.follow()
/obj/screen/ghost/reenter_corpse
name = "Reenter corpse"
icon_state = "reenter_corpse"
/obj/screen/ghost/reenter_corpse/Click()
var/mob/dead/observer/G = usr
G.reenter_corpse()
/obj/screen/ghost/teleport
name = "Teleport"
icon_state = "teleport"
/obj/screen/ghost/teleport/Click()
var/mob/dead/observer/G = usr
G.dead_tele()
/obj/screen/ghost/pai
name = "pAI Candidate"
icon_state = "pai"
/obj/screen/ghost/pai/Click()
var/mob/dead/observer/G = usr
G.register_pai()
/datum/hud/ghost/New(mob/owner)
..()
var/obj/screen/using
using = new /obj/screen/ghost/jumptomob()
using.screen_loc = ui_ghost_jumptomob
static_inventory += using
using = new /obj/screen/ghost/orbit()
using.screen_loc = ui_ghost_orbit
static_inventory += using
using = new /obj/screen/ghost/reenter_corpse()
using.screen_loc = ui_ghost_reenter_corpse
static_inventory += using
using = new /obj/screen/ghost/teleport()
using.screen_loc = ui_ghost_teleport
static_inventory += using
using = new /obj/screen/ghost/pai()
using.screen_loc = ui_ghost_pai
static_inventory += using
using = new /obj/screen/language_menu
using.icon = ui_style
static_inventory += using
/datum/hud/ghost/show_hud(version = 0, mob/viewmob)
// don't show this HUD if observing; show the HUD of the observee
var/mob/dead/observer/O = mymob
if (istype(O) && O.observetarget)
plane_masters_update()
return FALSE
. = ..()
if(!.)
return
var/mob/screenmob = viewmob || mymob
if(!screenmob.client.prefs.ghost_hud)
screenmob.client.screen -= static_inventory
else
screenmob.client.screen += static_inventory
/obj/screen/ghost
icon = 'icons/mob/screen_ghost.dmi'
/obj/screen/ghost/MouseEntered()
flick(icon_state + "_anim", src)
/obj/screen/ghost/jumptomob
name = "Jump to mob"
icon_state = "jumptomob"
/obj/screen/ghost/jumptomob/Click()
var/mob/dead/observer/G = usr
G.jumptomob()
/obj/screen/ghost/orbit
name = "Orbit"
icon_state = "orbit"
/obj/screen/ghost/orbit/Click()
var/mob/dead/observer/G = usr
G.follow()
/obj/screen/ghost/reenter_corpse
name = "Reenter corpse"
icon_state = "reenter_corpse"
/obj/screen/ghost/reenter_corpse/Click()
var/mob/dead/observer/G = usr
G.reenter_corpse()
/obj/screen/ghost/teleport
name = "Teleport"
icon_state = "teleport"
/obj/screen/ghost/teleport/Click()
var/mob/dead/observer/G = usr
G.dead_tele()
/obj/screen/ghost/pai
name = "pAI Candidate"
icon_state = "pai"
/obj/screen/ghost/pai/Click()
var/mob/dead/observer/G = usr
G.register_pai()
/datum/hud/ghost/New(mob/owner)
..()
var/obj/screen/using
using = new /obj/screen/ghost/jumptomob()
using.screen_loc = ui_ghost_jumptomob
using.hud = src
static_inventory += using
using = new /obj/screen/ghost/orbit()
using.screen_loc = ui_ghost_orbit
using.hud = src
static_inventory += using
using = new /obj/screen/ghost/reenter_corpse()
using.screen_loc = ui_ghost_reenter_corpse
using.hud = src
static_inventory += using
using = new /obj/screen/ghost/teleport()
using.screen_loc = ui_ghost_teleport
using.hud = src
static_inventory += using
using = new /obj/screen/ghost/pai()
using.screen_loc = ui_ghost_pai
using.hud = src
static_inventory += using
using = new /obj/screen/language_menu
using.icon = ui_style
using.hud = src
static_inventory += using
/datum/hud/ghost/show_hud(version = 0, mob/viewmob)
// don't show this HUD if observing; show the HUD of the observee
var/mob/dead/observer/O = mymob
if (istype(O) && O.observetarget)
plane_masters_update()
return FALSE
. = ..()
if(!.)
return
var/mob/screenmob = viewmob || mymob
if(!screenmob.client.prefs.ghost_hud)
screenmob.client.screen -= static_inventory
else
screenmob.client.screen += static_inventory
+6
View File
@@ -4,26 +4,32 @@
var/obj/screen/using
healths = new /obj/screen/healths/guardian()
healths.hud = src
infodisplay += healths
using = new /obj/screen/guardian/Manifest()
using.screen_loc = ui_hand_position(2)
using.hud = src
static_inventory += using
using = new /obj/screen/guardian/Recall()
using.screen_loc = ui_hand_position(1)
using.hud = src
static_inventory += using
using = new owner.toggle_button_type()
using.screen_loc = ui_storage1
using.hud = src
static_inventory += using
using = new /obj/screen/guardian/ToggleLight()
using.screen_loc = ui_inventory
using.hud = src
static_inventory += using
using = new /obj/screen/guardian/Communicate()
using.screen_loc = ui_back
using.hud = src
static_inventory += using
/datum/hud/dextrous/guardian/New(mob/living/simple_animal/hostile/guardian/owner) //for a dextrous guardian
+298 -295
View File
@@ -1,295 +1,298 @@
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
// The default UI style is the first one in the list
GLOBAL_LIST_INIT(available_ui_styles, list(
"Midnight" = 'icons/mob/screen_midnight.dmi',
"Retro" = 'icons/mob/screen_retro.dmi',
"Plasmafire" = 'icons/mob/screen_plasmafire.dmi',
"Slimecore" = 'icons/mob/screen_slimecore.dmi',
"Operative" = 'icons/mob/screen_operative.dmi',
"Clockwork" = 'icons/mob/screen_clockwork.dmi',
"Kinaris" = 'icons/mob/screen_kinaris.dmi',
))
/proc/ui_style2icon(ui_style)
return GLOB.available_ui_styles[ui_style] || GLOB.available_ui_styles[GLOB.available_ui_styles[1]]
/datum/hud
var/mob/mymob
var/hud_shown = TRUE //Used for the HUD toggle (F12)
var/hud_version = HUD_STYLE_STANDARD //Current displayed version of the HUD
var/inventory_shown = FALSE //Equipped item inventory
var/hotkey_ui_hidden = FALSE //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/ling/chems/lingchemdisplay
var/obj/screen/ling/sting/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/alien_queen_finder
var/obj/screen/devil/soul_counter/devilsouldisplay
var/obj/screen/action_intent
var/obj/screen/zone_select
var/obj/screen/pull_icon
var/obj/screen/rest_icon
var/obj/screen/throw_icon
var/obj/screen/module_store_icon
var/list/static_inventory = list() //the screen objects which are static
var/list/toggleable_inventory = list() //the screen objects which can be hidden
var/list/obj/screen/hotkeybuttons = list() //the buttons that can be used via hotkeys
var/list/infodisplay = list() //the screen objects that display mob info (health, alien plasma, etc...)
var/list/screenoverlays = list() //the screen objects used as whole screen overlays (flash, damageoverlay, etc...)
var/list/inv_slots[SLOTS_AMT] // /obj/screen/inventory objects, ordered by their slot ID.
var/list/hand_slots // /obj/screen/inventory/hand objects, assoc list of "[held_index]" = object
var/list/obj/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = FALSE
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
// subtypes can override this to force a specific UI style
var/ui_style
/datum/hud/New(mob/owner)
mymob = owner
if (!ui_style)
// will fall back to the default if any of these are null
ui_style = ui_style2icon(owner.client && owner.client.prefs && owner.client.prefs.UI_style)
hide_actions_toggle = new
hide_actions_toggle.InitialiseIcon(src)
if(mymob.client)
hide_actions_toggle.locked = mymob.client.prefs.buttons_locked
hand_slots = list()
for(var/mytype in subtypesof(/obj/screen/plane_master))
var/obj/screen/plane_master/instance = new mytype()
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
QDEL_NULL(hide_actions_toggle)
QDEL_NULL(module_store_icon)
QDEL_LIST(static_inventory)
inv_slots.Cut()
action_intent = null
zone_select = null
pull_icon = null
QDEL_LIST(toggleable_inventory)
QDEL_LIST(hotkeybuttons)
throw_icon = null
QDEL_LIST(infodisplay)
healths = null
healthdoll = null
internals = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
blobpwrdisplay = null
alien_plasma_display = null
alien_queen_finder = null
QDEL_LIST_ASSOC_VAL(plane_masters)
QDEL_LIST(screenoverlays)
mymob = null
return ..()
/mob
var/hud_type = /datum/hud
/mob/proc/create_mob_hud()
if(!client || hud_used)
return
hud_used = new hud_type(src)
update_sight()
SEND_SIGNAL(src, COMSIG_MOB_HUD_CREATED)
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(version = 0, mob/viewmob)
if(!ismob(mymob))
return FALSE
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return FALSE
screenmob.client.screen = list()
screenmob.client.apply_clickcatcher()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = TRUE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen += static_inventory
if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.inventory_shown)
screenmob.client.screen += toggleable_inventory
if(hotkeybuttons.len && !hotkey_ui_hidden)
screenmob.client.screen += hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
screenmob.client.screen += hide_actions_toggle
if(action_intent)
action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = FALSE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
//These ones are a part of 'static_inventory', 'toggleable_inventory' or 'hotkeybuttons' but we want them to stay
for(var/h in hand_slots)
var/obj/screen/hand = hand_slots[h]
if(hand)
screenmob.client.screen += hand
if(action_intent)
screenmob.client.screen += action_intent //we want the intent switcher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = FALSE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen -= infodisplay
hud_version = display_hud_version
persistent_inventory_update(screenmob)
screenmob.update_action_buttons(1)
reorganize_alerts()
screenmob.reload_fullscreen()
update_parallax_pref(screenmob)
// ensure observers get an accurate and up-to-date view
if (!viewmob)
plane_masters_update()
for(var/M in mymob.observers)
show_hud(hud_version, M)
else if (viewmob.hud_used)
viewmob.hud_used.plane_masters_update()
return TRUE
/datum/hud/proc/plane_masters_update()
// Plane masters are always shown to OUR mob, never to observers
for(var/thing in plane_masters)
var/obj/screen/plane_master/PM = plane_masters[thing]
PM.backdrop(mymob)
mymob.client.screen += PM
/datum/hud/human/show_hud(version = 0,mob/viewmob)
. = ..()
if(!.)
return
var/mob/screenmob = viewmob || mymob
hidden_inventory_update(screenmob)
/datum/hud/robot/show_hud(version = 0, mob/viewmob)
. = ..()
if(!.)
return
update_robot_modules_display()
/datum/hud/proc/hidden_inventory_update()
return
/datum/hud/proc/persistent_inventory_update(mob/viewer)
if(!mymob)
return
/datum/hud/proc/update_ui_style(new_ui_style)
// do nothing if overridden by a subtype or already on that style
if (initial(ui_style) || ui_style == new_ui_style)
return
for(var/atom/item in static_inventory + toggleable_inventory + hotkeybuttons + infodisplay + screenoverlays + inv_slots)
if (item.icon == ui_style)
item.icon = new_ui_style
ui_style = new_ui_style
build_hand_slots()
hide_actions_toggle.InitialiseIcon(src)
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = TRUE
if(hud_used && client)
hud_used.show_hud() //Shows the next hud preset
to_chat(usr, "<span class ='info'>Switched HUD mode. Press F12 to toggle.</span>")
else
to_chat(usr, "<span class ='warning'>This mob type does not use a HUD.</span>")
//(re)builds the hand ui slots, throwing away old ones
//not really worth jugglying existing ones so we just scrap+rebuild
//9/10 this is only called once per mob and only for 2 hands
/datum/hud/proc/build_hand_slots()
for(var/h in hand_slots)
var/obj/screen/inventory/hand/H = hand_slots[h]
if(H)
static_inventory -= H
hand_slots = list()
var/obj/screen/inventory/hand/hand_box
for(var/i in 1 to mymob.held_items.len)
hand_box = new /obj/screen/inventory/hand()
hand_box.name = mymob.get_held_index_name(i)
hand_box.icon = ui_style
hand_box.icon_state = "hand_[mymob.held_index_to_dir(i)]"
hand_box.screen_loc = ui_hand_position(i)
hand_box.held_index = i
hand_slots["[i]"] = hand_box
hand_box.hud = src
static_inventory += hand_box
hand_box.update_icon()
var/i = 1
for(var/obj/screen/swap_hand/SH in static_inventory)
SH.screen_loc = ui_swaphand_position(mymob,!(i % 2) ? 2: 1)
i++
for(var/obj/screen/human/equip/E in static_inventory)
E.screen_loc = ui_equip_position(mymob)
if(ismob(mymob) && mymob.hud_used == src)
show_hud(hud_version)
/datum/hud/proc/update_locked_slots()
return
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
// The default UI style is the first one in the list
GLOBAL_LIST_INIT(available_ui_styles, list(
"Midnight" = 'icons/mob/screen_midnight.dmi',
"Retro" = 'icons/mob/screen_retro.dmi',
"Plasmafire" = 'icons/mob/screen_plasmafire.dmi',
"Slimecore" = 'icons/mob/screen_slimecore.dmi',
"Operative" = 'icons/mob/screen_operative.dmi',
"Clockwork" = 'icons/mob/screen_clockwork.dmi',
"Kinaris" = 'icons/mob/screen_kinaris.dmi',
))
/proc/ui_style2icon(ui_style)
return GLOB.available_ui_styles[ui_style] || GLOB.available_ui_styles[GLOB.available_ui_styles[1]]
/datum/hud
var/mob/mymob
var/hud_shown = TRUE //Used for the HUD toggle (F12)
var/hud_version = HUD_STYLE_STANDARD //Current displayed version of the HUD
var/inventory_shown = FALSE //Equipped item inventory
var/hotkey_ui_hidden = FALSE //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/ling/chems/lingchemdisplay
var/obj/screen/ling/sting/lingstingdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/alien_plasma_display
var/obj/screen/alien_queen_finder
var/obj/screen/devil/soul_counter/devilsouldisplay
var/obj/screen/action_intent
var/obj/screen/zone_select
var/obj/screen/pull_icon
var/obj/screen/rest_icon
var/obj/screen/throw_icon
var/obj/screen/module_store_icon
var/list/static_inventory = list() //the screen objects which are static
var/list/toggleable_inventory = list() //the screen objects which can be hidden
var/list/obj/screen/hotkeybuttons = list() //the buttons that can be used via hotkeys
var/list/infodisplay = list() //the screen objects that display mob info (health, alien plasma, etc...)
var/list/screenoverlays = list() //the screen objects used as whole screen overlays (flash, damageoverlay, etc...)
var/list/inv_slots[SLOTS_AMT] // /obj/screen/inventory objects, ordered by their slot ID.
var/list/hand_slots // /obj/screen/inventory/hand objects, assoc list of "[held_index]" = object
var/list/obj/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = FALSE
var/obj/screen/healths
var/obj/screen/healthdoll
var/obj/screen/internals
// subtypes can override this to force a specific UI style
var/ui_style
//Citadel stuff
var/obj/screen/arousal
/datum/hud/New(mob/owner)
mymob = owner
if (!ui_style)
// will fall back to the default if any of these are null
ui_style = ui_style2icon(owner.client && owner.client.prefs && owner.client.prefs.UI_style)
hide_actions_toggle = new
hide_actions_toggle.InitialiseIcon(src)
if(mymob.client)
hide_actions_toggle.locked = mymob.client.prefs.buttons_locked
hand_slots = list()
for(var/mytype in subtypesof(/obj/screen/plane_master))
var/obj/screen/plane_master/instance = new mytype()
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
QDEL_NULL(hide_actions_toggle)
QDEL_NULL(module_store_icon)
QDEL_LIST(static_inventory)
inv_slots.Cut()
action_intent = null
zone_select = null
pull_icon = null
QDEL_LIST(toggleable_inventory)
QDEL_LIST(hotkeybuttons)
throw_icon = null
QDEL_LIST(infodisplay)
healths = null
healthdoll = null
internals = null
lingchemdisplay = null
devilsouldisplay = null
lingstingdisplay = null
blobpwrdisplay = null
alien_plasma_display = null
alien_queen_finder = null
QDEL_LIST_ASSOC_VAL(plane_masters)
QDEL_LIST(screenoverlays)
mymob = null
return ..()
/mob
var/hud_type = /datum/hud
/mob/proc/create_mob_hud()
if(!client || hud_used)
return
hud_used = new hud_type(src)
update_sight()
SEND_SIGNAL(src, COMSIG_MOB_HUD_CREATED)
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(version = 0, mob/viewmob)
if(!ismob(mymob))
return FALSE
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return FALSE
screenmob.client.screen = list()
screenmob.client.apply_clickcatcher()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
display_hud_version = hud_version + 1
if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
display_hud_version = 1
switch(display_hud_version)
if(HUD_STYLE_STANDARD) //Default HUD
hud_shown = TRUE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen += static_inventory
if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.inventory_shown)
screenmob.client.screen += toggleable_inventory
if(hotkeybuttons.len && !hotkey_ui_hidden)
screenmob.client.screen += hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
screenmob.client.screen += hide_actions_toggle
if(action_intent)
action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
if(HUD_STYLE_REDUCED) //Reduced HUD
hud_shown = FALSE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen += infodisplay
//These ones are a part of 'static_inventory', 'toggleable_inventory' or 'hotkeybuttons' but we want them to stay
for(var/h in hand_slots)
var/obj/screen/hand = hand_slots[h]
if(hand)
screenmob.client.screen += hand
if(action_intent)
screenmob.client.screen += action_intent //we want the intent switcher visible
action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
if(HUD_STYLE_NOHUD) //No HUD
hud_shown = FALSE //Governs behavior of other procs
if(static_inventory.len)
screenmob.client.screen -= static_inventory
if(toggleable_inventory.len)
screenmob.client.screen -= toggleable_inventory
if(hotkeybuttons.len)
screenmob.client.screen -= hotkeybuttons
if(infodisplay.len)
screenmob.client.screen -= infodisplay
hud_version = display_hud_version
persistent_inventory_update(screenmob)
screenmob.update_action_buttons(1)
reorganize_alerts()
screenmob.reload_fullscreen()
update_parallax_pref(screenmob)
// ensure observers get an accurate and up-to-date view
if (!viewmob)
plane_masters_update()
for(var/M in mymob.observers)
show_hud(hud_version, M)
else if (viewmob.hud_used)
viewmob.hud_used.plane_masters_update()
return TRUE
/datum/hud/proc/plane_masters_update()
// Plane masters are always shown to OUR mob, never to observers
for(var/thing in plane_masters)
var/obj/screen/plane_master/PM = plane_masters[thing]
PM.backdrop(mymob)
mymob.client.screen += PM
/datum/hud/human/show_hud(version = 0,mob/viewmob)
. = ..()
if(!.)
return
var/mob/screenmob = viewmob || mymob
hidden_inventory_update(screenmob)
/datum/hud/robot/show_hud(version = 0, mob/viewmob)
. = ..()
if(!.)
return
update_robot_modules_display()
/datum/hud/proc/hidden_inventory_update()
return
/datum/hud/proc/persistent_inventory_update(mob/viewer)
if(!mymob)
return
/datum/hud/proc/update_ui_style(new_ui_style)
// do nothing if overridden by a subtype or already on that style
if (initial(ui_style) || ui_style == new_ui_style)
return
for(var/atom/item in static_inventory + toggleable_inventory + hotkeybuttons + infodisplay + screenoverlays + inv_slots)
if (item.icon == ui_style)
item.icon = new_ui_style
ui_style = new_ui_style
build_hand_slots()
hide_actions_toggle.InitialiseIcon(src)
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
set name = "F12"
set hidden = TRUE
if(hud_used && client)
hud_used.show_hud() //Shows the next hud preset
to_chat(usr, "<span class ='info'>Switched HUD mode. Press F12 to toggle.</span>")
else
to_chat(usr, "<span class ='warning'>This mob type does not use a HUD.</span>")
//(re)builds the hand ui slots, throwing away old ones
//not really worth jugglying existing ones so we just scrap+rebuild
//9/10 this is only called once per mob and only for 2 hands
/datum/hud/proc/build_hand_slots()
for(var/h in hand_slots)
var/obj/screen/inventory/hand/H = hand_slots[h]
if(H)
static_inventory -= H
hand_slots = list()
var/obj/screen/inventory/hand/hand_box
for(var/i in 1 to mymob.held_items.len)
hand_box = new /obj/screen/inventory/hand()
hand_box.name = mymob.get_held_index_name(i)
hand_box.icon = ui_style
hand_box.icon_state = "hand_[mymob.held_index_to_dir(i)]"
hand_box.screen_loc = ui_hand_position(i)
hand_box.held_index = i
hand_slots["[i]"] = hand_box
hand_box.hud = src
static_inventory += hand_box
hand_box.update_icon()
var/i = 1
for(var/obj/screen/swap_hand/SH in static_inventory)
SH.screen_loc = ui_swaphand_position(mymob,!(i % 2) ? 2: 1)
i++
for(var/obj/screen/human/equip/E in static_inventory)
E.screen_loc = ui_equip_position(mymob)
if(ismob(mymob) && mymob.hud_used == src)
show_hud(hud_version)
/datum/hud/proc/update_locked_slots()
return
-2
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/datum/hud
var/obj/screen/arousal
+519 -490
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+16
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/datum/hud/lavaland_elite
ui_style = 'icons/mob/screen_elite.dmi'
/datum/hud/lavaland_elite/New(mob/living/simple_animal/hostile/asteroid/elite)
..()
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_living_pull
static_inventory += pull_icon
healths = new /obj/screen/healths/lavaland_elite()
healths.hud = src
infodisplay += healths
+165 -151
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@@ -1,151 +1,165 @@
/datum/hud/monkey/New(mob/living/carbon/monkey/owner)
..()
var/obj/screen/using
var/obj/screen/inventory/inv_box
action_intent = new /obj/screen/act_intent()
action_intent.icon = ui_style
action_intent.icon_state = mymob.a_intent
action_intent.screen_loc = ui_acti
static_inventory += action_intent
using = new /obj/screen/mov_intent()
using.icon = ui_style
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
static_inventory += using
using = new/obj/screen/language_menu
using.icon = ui_style
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
static_inventory += using
build_hand_slots()
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_1_m" //extra wide!
using.screen_loc = ui_swaphand_position(owner,1)
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_mask
inv_box.slot_id = SLOT_WEAR_MASK
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_neck
inv_box.slot_id = SLOT_NECK
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_head
inv_box.slot_id = SLOT_HEAD
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_monkey_back
inv_box.slot_id = SLOT_BACK
static_inventory += inv_box
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
hotkeybuttons += throw_icon
internals = new /obj/screen/internals()
infodisplay += internals
healths = new /obj/screen/healths()
infodisplay += healths
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.update_icon(mymob)
pull_icon.screen_loc = ui_pull_resist
static_inventory += pull_icon
lingchemdisplay = new /obj/screen/ling/chems()
infodisplay += lingchemdisplay
lingstingdisplay = new /obj/screen/ling/sting()
infodisplay += lingstingdisplay
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.update_icon(mymob)
static_inventory += zone_select
mymob.client.screen = list()
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
hotkeybuttons += using
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
inv.hud = src
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/monkey/persistent_inventory_update()
if(!mymob)
return
var/mob/living/carbon/monkey/M = mymob
if(hud_shown)
if(M.back)
M.back.screen_loc = ui_monkey_back
M.client.screen += M.back
if(M.wear_mask)
M.wear_mask.screen_loc = ui_monkey_mask
M.client.screen += M.wear_mask
if(M.wear_neck)
M.wear_neck.screen_loc = ui_monkey_neck
M.client.screen += M.wear_neck
if(M.head)
M.head.screen_loc = ui_monkey_head
M.client.screen += M.head
else
if(M.back)
M.back.screen_loc = null
if(M.wear_mask)
M.wear_mask.screen_loc = null
if(M.head)
M.head.screen_loc = null
if(hud_version != HUD_STYLE_NOHUD)
for(var/obj/item/I in M.held_items)
I.screen_loc = ui_hand_position(M.get_held_index_of_item(I))
M.client.screen += I
else
for(var/obj/item/I in M.held_items)
I.screen_loc = null
M.client.screen -= I
/datum/hud/monkey/New(mob/living/carbon/monkey/owner)
..()
var/obj/screen/using
var/obj/screen/inventory/inv_box
action_intent = new /obj/screen/act_intent()
action_intent.icon = ui_style
action_intent.icon_state = mymob.a_intent
action_intent.screen_loc = ui_acti
action_intent.hud = src
static_inventory += action_intent
using = new /obj/screen/mov_intent()
using.icon = ui_style
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
using.hud = src
static_inventory += using
using = new/obj/screen/language_menu
using.icon = ui_style
using.hud = src
static_inventory += using
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
using.hud = src
static_inventory += using
build_hand_slots()
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_1_m" //extra wide!
using.screen_loc = ui_swaphand_position(owner,1)
using.hud = src
static_inventory += using
using = new /obj/screen/swap_hand()
using.icon = ui_style
using.icon_state = "swap_2"
using.screen_loc = ui_swaphand_position(owner,2)
using.hud = src
static_inventory += using
inv_box = new /obj/screen/inventory()
inv_box.name = "mask"
inv_box.icon = ui_style
inv_box.icon_state = "mask"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_mask
inv_box.slot_id = SLOT_WEAR_MASK
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "neck"
inv_box.icon = ui_style
inv_box.icon_state = "neck"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_neck
inv_box.slot_id = SLOT_NECK
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "head"
inv_box.icon = ui_style
inv_box.icon_state = "head"
// inv_box.icon_full = "template"
inv_box.screen_loc = ui_monkey_head
inv_box.slot_id = SLOT_HEAD
static_inventory += inv_box
inv_box = new /obj/screen/inventory()
inv_box.name = "back"
inv_box.icon = ui_style
inv_box.icon_state = "back"
inv_box.screen_loc = ui_monkey_back
inv_box.slot_id = SLOT_BACK
static_inventory += inv_box
throw_icon = new /obj/screen/throw_catch()
throw_icon.icon = ui_style
throw_icon.screen_loc = ui_drop_throw
throw_icon.hud = src
hotkeybuttons += throw_icon
internals = new /obj/screen/internals()
internals.hud = src
infodisplay += internals
healths = new /obj/screen/healths()
healths.hud = src
infodisplay += healths
pull_icon = new /obj/screen/pull()
pull_icon.icon = ui_style
pull_icon.screen_loc = ui_pull_resist
pull_icon.hud = src
pull_icon.update_icon()
static_inventory += pull_icon
lingchemdisplay = new /obj/screen/ling/chems()
lingchemdisplay.hud = src
infodisplay += lingchemdisplay
lingstingdisplay = new /obj/screen/ling/sting()
lingstingdisplay.hud = src
infodisplay += lingstingdisplay
zone_select = new /obj/screen/zone_sel()
zone_select.icon = ui_style
zone_select.hud = src
zone_select.update_icon()
static_inventory += zone_select
mymob.client.screen = list()
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
using.hud = src
hotkeybuttons += using
for(var/obj/screen/inventory/inv in (static_inventory + toggleable_inventory))
if(inv.slot_id)
inv.hud = src
inv_slots[inv.slot_id] = inv
inv.update_icon()
/datum/hud/monkey/persistent_inventory_update()
if(!mymob)
return
var/mob/living/carbon/monkey/M = mymob
if(hud_shown)
if(M.back)
M.back.screen_loc = ui_monkey_back
M.client.screen += M.back
if(M.wear_mask)
M.wear_mask.screen_loc = ui_monkey_mask
M.client.screen += M.wear_mask
if(M.wear_neck)
M.wear_neck.screen_loc = ui_monkey_neck
M.client.screen += M.wear_neck
if(M.head)
M.head.screen_loc = ui_monkey_head
M.client.screen += M.head
else
if(M.back)
M.back.screen_loc = null
if(M.wear_mask)
M.wear_mask.screen_loc = null
if(M.head)
M.head.screen_loc = null
if(hud_version != HUD_STYLE_NOHUD)
for(var/obj/item/I in M.held_items)
I.screen_loc = ui_hand_position(M.get_held_index_of_item(I))
M.client.screen += I
else
for(var/obj/item/I in M.held_items)
I.screen_loc = null
M.client.screen -= I
+1
View File
@@ -3,4 +3,5 @@
..()
healths = new /obj/screen/healths/revenant()
healths.hud = src
infodisplay += healths
+287 -272
View File
@@ -1,272 +1,287 @@
/obj/screen/robot
icon = 'icons/mob/screen_cyborg.dmi'
/obj/screen/robot/module
name = "cyborg module"
icon_state = "nomod"
/obj/screen/robot/Click()
if(isobserver(usr))
return 1
/obj/screen/robot/module/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
if(R.module.type != /obj/item/robot_module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
/obj/screen/robot/module1
name = "module1"
icon_state = "inv1"
/obj/screen/robot/module1/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(1)
/obj/screen/robot/module2
name = "module2"
icon_state = "inv2"
/obj/screen/robot/module2/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(2)
/obj/screen/robot/module3
name = "module3"
icon_state = "inv3"
/obj/screen/robot/module3/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(3)
/obj/screen/robot/radio
name = "radio"
icon_state = "radio"
/obj/screen/robot/radio/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.radio.interact(R)
/obj/screen/robot/store
name = "store"
icon_state = "store"
/obj/screen/robot/store/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.uneq_active()
/obj/screen/robot/lamp
name = "headlamp"
icon_state = "lamp0"
/obj/screen/robot/lamp/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.control_headlamp()
/obj/screen/robot/thrusters
name = "ion thrusters"
icon_state = "ionpulse0"
/obj/screen/robot/thrusters/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_ionpulse()
/datum/hud/robot
ui_style = 'icons/mob/screen_cyborg.dmi'
/datum/hud/robot/New(mob/owner)
..()
var/mob/living/silicon/robot/mymobR = mymob
var/obj/screen/using
using = new/obj/screen/language_menu
using.screen_loc = ui_borg_language_menu
static_inventory += using
//Radio
using = new /obj/screen/robot/radio()
using.screen_loc = ui_borg_radio
static_inventory += using
//Module select
using = new /obj/screen/robot/module1()
using.screen_loc = ui_inv1
static_inventory += using
mymobR.inv1 = using
using = new /obj/screen/robot/module2()
using.screen_loc = ui_inv2
static_inventory += using
mymobR.inv2 = using
using = new /obj/screen/robot/module3()
using.screen_loc = ui_inv3
static_inventory += using
mymobR.inv3 = using
//End of module select
//Photography stuff
using = new /obj/screen/ai/image_take()
using.screen_loc = ui_borg_camera
static_inventory += using
using = new /obj/screen/ai/image_view()
using.screen_loc = ui_borg_album
static_inventory += using
//Sec/Med HUDs
using = new /obj/screen/ai/sensors()
using.screen_loc = ui_borg_sensor
static_inventory += using
//Headlamp control
using = new /obj/screen/robot/lamp()
using.screen_loc = ui_borg_lamp
static_inventory += using
mymobR.lamp_button = using
//Thrusters
using = new /obj/screen/robot/thrusters()
using.screen_loc = ui_borg_thrusters
static_inventory += using
mymobR.thruster_button = using
//Intent
action_intent = new /obj/screen/act_intent/robot()
action_intent.icon_state = mymob.a_intent
static_inventory += action_intent
//Health
healths = new /obj/screen/healths/robot()
infodisplay += healths
//Installed Module
mymobR.hands = new /obj/screen/robot/module()
mymobR.hands.screen_loc = ui_borg_module
static_inventory += mymobR.hands
//Store
module_store_icon = new /obj/screen/robot/store()
module_store_icon.screen_loc = ui_borg_store
pull_icon = new /obj/screen/pull()
pull_icon.icon = 'icons/mob/screen_cyborg.dmi'
pull_icon.update_icon(mymob)
pull_icon.screen_loc = ui_borg_pull
hotkeybuttons += pull_icon
zone_select = new /obj/screen/zone_sel/robot()
zone_select.update_icon(mymob)
static_inventory += zone_select
/datum/hud/proc/toggle_show_robot_modules()
if(!iscyborg(mymob))
return
var/mob/living/silicon/robot/R = mymob
R.shown_robot_modules = !R.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display(mob/viewer)
if(!iscyborg(mymob))
return
var/mob/living/silicon/robot/R = mymob
var/mob/screenmob = viewer || R
if(!R.module)
return
if(!R.client)
return
if(R.shown_robot_modules && screenmob.hud_used.hud_shown)
//Modules display is shown
screenmob.client.screen += module_store_icon //"store" icon
if(!R.module.modules)
to_chat(usr, "<span class='danger'>Selected module has no modules to select</span>")
return
if(!R.robot_modules_background)
return
var/display_rows = CEILING(length(R.module.get_inactive_modules()) / 8, 1)
R.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
screenmob.client.screen += R.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
for(var/atom/movable/A in R.module.get_inactive_modules())
//Module is not currently active
screenmob.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = ABOVE_HUD_LAYER
A.plane = ABOVE_HUD_PLANE
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
screenmob.client.screen -= module_store_icon //"store" icon
for(var/atom/A in R.module.get_inactive_modules())
//Module is not currently active
screenmob.client.screen -= A
R.shown_robot_modules = 0
screenmob.client.screen -= R.robot_modules_background
/datum/hud/robot/persistent_inventory_update(mob/viewer)
if(!mymob)
return
var/mob/living/silicon/robot/R = mymob
var/mob/screenmob = viewer || R
if(screenmob.hud_used)
if(screenmob.hud_used.hud_shown)
for(var/i in 1 to R.held_items.len)
var/obj/item/I = R.held_items[i]
if(I)
switch(i)
if(1)
I.screen_loc = ui_inv1
if(2)
I.screen_loc = ui_inv2
if(3)
I.screen_loc = ui_inv3
else
return
screenmob.client.screen += I
else
for(var/obj/item/I in R.held_items)
screenmob.client.screen -= I
/obj/screen/robot
icon = 'icons/mob/screen_cyborg.dmi'
/obj/screen/robot/module
name = "cyborg module"
icon_state = "nomod"
/obj/screen/robot/Click()
if(isobserver(usr))
return 1
/obj/screen/robot/module/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
if(R.module.type != /obj/item/robot_module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
/obj/screen/robot/module1
name = "module1"
icon_state = "inv1"
/obj/screen/robot/module1/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(1)
/obj/screen/robot/module2
name = "module2"
icon_state = "inv2"
/obj/screen/robot/module2/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(2)
/obj/screen/robot/module3
name = "module3"
icon_state = "inv3"
/obj/screen/robot/module3/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_module(3)
/obj/screen/robot/radio
name = "radio"
icon_state = "radio"
/obj/screen/robot/radio/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.radio.interact(R)
/obj/screen/robot/store
name = "store"
icon_state = "store"
/obj/screen/robot/store/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.uneq_active()
/obj/screen/robot/lamp
name = "headlamp"
icon_state = "lamp0"
/obj/screen/robot/lamp/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.control_headlamp()
/obj/screen/robot/thrusters
name = "ion thrusters"
icon_state = "ionpulse0"
/obj/screen/robot/thrusters/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_ionpulse()
/datum/hud/robot
ui_style = 'icons/mob/screen_cyborg.dmi'
/datum/hud/robot/New(mob/owner)
..()
var/mob/living/silicon/robot/mymobR = mymob
var/obj/screen/using
using = new/obj/screen/language_menu
using.screen_loc = ui_borg_language_menu
using.hud = src
static_inventory += using
//Radio
using = new /obj/screen/robot/radio()
using.screen_loc = ui_borg_radio
using.hud = src
static_inventory += using
//Module select
using = new /obj/screen/robot/module1()
using.screen_loc = ui_inv1
using.hud = src
static_inventory += using
mymobR.inv1 = using
using = new /obj/screen/robot/module2()
using.screen_loc = ui_inv2
using.hud = src
static_inventory += using
mymobR.inv2 = using
using = new /obj/screen/robot/module3()
using.screen_loc = ui_inv3
using.hud = src
static_inventory += using
mymobR.inv3 = using
//End of module select
//Photography stuff
using = new /obj/screen/ai/image_take()
using.screen_loc = ui_borg_camera
using.hud = src
static_inventory += using
using = new /obj/screen/ai/image_view()
using.screen_loc = ui_borg_album
using.hud = src
static_inventory += using
//Sec/Med HUDs
using = new /obj/screen/ai/sensors()
using.screen_loc = ui_borg_sensor
using.hud = src
static_inventory += using
//Headlamp control
using = new /obj/screen/robot/lamp()
using.screen_loc = ui_borg_lamp
using.hud = src
static_inventory += using
mymobR.lamp_button = using
//Thrusters
using = new /obj/screen/robot/thrusters()
using.screen_loc = ui_borg_thrusters
using.hud = src
static_inventory += using
mymobR.thruster_button = using
//Intent
action_intent = new /obj/screen/act_intent/robot()
action_intent.icon_state = mymob.a_intent
action_intent.hud = src
static_inventory += action_intent
//Health
healths = new /obj/screen/healths/robot()
healths.hud = src
infodisplay += healths
//Installed Module
mymobR.hands = new /obj/screen/robot/module()
mymobR.hands.screen_loc = ui_borg_module
static_inventory += mymobR.hands
//Store
module_store_icon = new /obj/screen/robot/store()
module_store_icon.hud = src
module_store_icon.screen_loc = ui_borg_store
pull_icon = new /obj/screen/pull()
pull_icon.icon = 'icons/mob/screen_cyborg.dmi'
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_borg_pull
hotkeybuttons += pull_icon
zone_select = new /obj/screen/zone_sel/robot()
zone_select.hud = src
zone_select.update_icon()
static_inventory += zone_select
/datum/hud/proc/toggle_show_robot_modules()
if(!iscyborg(mymob))
return
var/mob/living/silicon/robot/R = mymob
R.shown_robot_modules = !R.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display(mob/viewer)
if(!iscyborg(mymob))
return
var/mob/living/silicon/robot/R = mymob
var/mob/screenmob = viewer || R
if(!R.module)
return
if(!R.client)
return
if(R.shown_robot_modules && screenmob.hud_used.hud_shown)
//Modules display is shown
screenmob.client.screen += module_store_icon //"store" icon
if(!R.module.modules)
to_chat(usr, "<span class='danger'>Selected module has no modules to select</span>")
return
if(!R.robot_modules_background)
return
var/display_rows = CEILING(length(R.module.get_inactive_modules()) / 8, 1)
R.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
screenmob.client.screen += R.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
for(var/atom/movable/A in R.module.get_inactive_modules())
//Module is not currently active
screenmob.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = ABOVE_HUD_LAYER
A.plane = ABOVE_HUD_PLANE
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
screenmob.client.screen -= module_store_icon //"store" icon
for(var/atom/A in R.module.get_inactive_modules())
//Module is not currently active
screenmob.client.screen -= A
R.shown_robot_modules = 0
screenmob.client.screen -= R.robot_modules_background
/datum/hud/robot/persistent_inventory_update(mob/viewer)
if(!mymob)
return
var/mob/living/silicon/robot/R = mymob
var/mob/screenmob = viewer || R
if(screenmob.hud_used)
if(screenmob.hud_used.hud_shown)
for(var/i in 1 to R.held_items.len)
var/obj/item/I = R.held_items[i]
if(I)
switch(i)
if(1)
I.screen_loc = ui_inv1
if(2)
I.screen_loc = ui_inv2
if(3)
I.screen_loc = ui_inv3
else
return
screenmob.client.screen += I
else
for(var/obj/item/I in R.held_items)
screenmob.client.screen -= I
File diff suppressed because it is too large Load Diff
+6
View File
@@ -69,24 +69,30 @@
using = new /obj/screen/swarmer/FabricateTrap()
using.screen_loc = ui_hand_position(2)
using.hud = src
static_inventory += using
using = new /obj/screen/swarmer/Barricade()
using.screen_loc = ui_hand_position(1)
using.hud = src
static_inventory += using
using = new /obj/screen/swarmer/Replicate()
using.screen_loc = ui_zonesel
using.hud = src
static_inventory += using
using = new /obj/screen/swarmer/RepairSelf()
using.screen_loc = ui_storage1
using.hud = src
static_inventory += using
using = new /obj/screen/swarmer/ToggleLight()
using.screen_loc = ui_back
using.hud = src
static_inventory += using
using = new /obj/screen/swarmer/ContactSwarmers()
using.screen_loc = ui_inventory
using.hud = src
static_inventory += using
+1 -2
View File
@@ -175,9 +175,8 @@
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
block_chance = 50
/obj/item/twohanded/bostaff/update_icon()
/obj/item/twohanded/bostaff/update_icon_state()
icon_state = "bostaff[wielded]"
return
/obj/item/twohanded/bostaff/attack(mob/target, mob/living/user)
add_fingerprint(user)
+12 -4
View File
@@ -334,8 +334,13 @@ GLOBAL_LIST_EMPTY(teleportlocs)
F.update_fire_light(fire)
for(var/obj/machinery/light/L in src)
L.update()
/area/proc/updateicon()
/**
* Update the icon state of the area
*
* Im not sure what the heck this does, somethign to do with weather being able to set icon
* states on areas?? where the heck would that even display?
*/
/area/update_icon_state()
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
@@ -345,7 +350,10 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!weather_icon)
icon_state = null
/area/space/updateicon()
/**
* Update the icon of the area (overridden to always be null for space
*/
/area/space/update_icon_state()
icon_state = null
/*
@@ -378,7 +386,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
updateicon()
update_icon()
/area/proc/usage(chan)
var/used = 0
+927 -901
View File
File diff suppressed because it is too large Load Diff
+48 -48
View File
@@ -1,48 +1,48 @@
/obj/machinery/bluespace_beacon
icon = 'icons/obj/objects.dmi'
icon_state = "floor_beaconf"
name = "bluespace gigabeacon"
desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
use_power = IDLE_POWER_USE
idle_power_usage = 0
var/obj/item/beacon/Beacon
/obj/machinery/bluespace_beacon/Initialize()
. = ..()
var/turf/T = loc
Beacon = new(T)
Beacon.invisibility = INVISIBILITY_MAXIMUM
hide(T.intact)
/obj/machinery/bluespace_beacon/Destroy()
QDEL_NULL(Beacon)
return ..()
// update the invisibility and icon
/obj/machinery/bluespace_beacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
// update the icon_state
/obj/machinery/bluespace_beacon/proc/updateicon()
var/state="floor_beacon"
if(invisibility)
icon_state = "[state]f"
else
icon_state = "[state]"
/obj/machinery/bluespace_beacon/process()
if(!Beacon)
var/turf/T = loc
Beacon = new(T)
Beacon.invisibility = INVISIBILITY_MAXIMUM
else if (Beacon.loc != loc)
Beacon.forceMove(loc)
updateicon()
/obj/machinery/bluespace_beacon
icon = 'icons/obj/objects.dmi'
icon_state = "floor_beaconf"
name = "bluespace gigabeacon"
desc = "A device that draws power from bluespace and creates a permanent tracking beacon."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
use_power = IDLE_POWER_USE
idle_power_usage = 0
var/obj/item/beacon/Beacon
/obj/machinery/bluespace_beacon/Initialize()
. = ..()
var/turf/T = loc
Beacon = new(T)
Beacon.invisibility = INVISIBILITY_MAXIMUM
hide(T.intact)
/obj/machinery/bluespace_beacon/Destroy()
QDEL_NULL(Beacon)
return ..()
// update the invisibility and icon
/obj/machinery/bluespace_beacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
update_icon()
// update the icon_state
/obj/machinery/bluespace_beacon/update_icon()
var/state="floor_beacon"
if(invisibility)
icon_state = "[state]f"
else
icon_state = "[state]"
/obj/machinery/bluespace_beacon/process()
if(!Beacon)
var/turf/T = loc
Beacon = new(T)
Beacon.invisibility = INVISIBILITY_MAXIMUM
else if (Beacon.loc != loc)
Beacon.forceMove(loc)
update_icon()
+266 -265
View File
@@ -1,265 +1,266 @@
/obj/machinery/button
name = "button"
desc = "A remote control switch."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl"
var/skin = "doorctrl"
power_channel = ENVIRON
var/obj/item/assembly/device
var/obj/item/electronics/airlock/board
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/machinery/button/Initialize(mapload, ndir = 0, built = 0)
. = ..()
if(built)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
panel_open = TRUE
update_icon()
if(!built && !device && device_type)
device = new device_type(src)
src.check_access(null)
if(req_access.len || req_one_access.len)
board = new(src)
if(req_access.len)
board.accesses = req_access
else
board.one_access = 1
board.accesses = req_one_access
/obj/machinery/button/update_icon()
cut_overlays()
if(panel_open)
icon_state = "button-open"
if(device)
add_overlay("button-device")
if(board)
add_overlay("button-board")
else
if(stat & (NOPOWER|BROKEN))
icon_state = "[skin]-p"
else
icon_state = skin
/obj/machinery/button/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
if(panel_open || allowed(user))
default_deconstruction_screwdriver(user, "button-open", "[skin]",W)
update_icon()
else
to_chat(user, "<span class='danger'>Maintenance Access Denied</span>")
flick("[skin]-denied", src)
return
if(panel_open)
if(!device && istype(W, /obj/item/assembly))
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to you!</span>")
return
device = W
to_chat(user, "<span class='notice'>You add [W] to the button.</span>")
if(!board && istype(W, /obj/item/electronics/airlock))
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to you!</span>")
return
board = W
if(board.one_access)
req_one_access = board.accesses
else
req_access = board.accesses
to_chat(user, "<span class='notice'>You add [W] to the button.</span>")
if(!device && !board && istype(W, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start unsecuring the button frame...</span>")
W.play_tool_sound(src)
if(W.use_tool(src, user, 40))
to_chat(user, "<span class='notice'>You unsecure the button frame.</span>")
transfer_fingerprints_to(new /obj/item/wallframe/button(get_turf(src)))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
qdel(src)
update_icon()
return
if(user.a_intent != INTENT_HARM && !(W.item_flags & NOBLUDGEON))
return attack_hand(user)
else
return ..()
/obj/machinery/button/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
req_access = list()
req_one_access = list()
playsound(src, "sparks", 100, 1)
obj_flags |= EMAGGED
/obj/machinery/button/attack_ai(mob/user)
if(!panel_open)
return attack_hand(user)
/obj/machinery/button/attack_robot(mob/user)
return attack_ai(user)
/obj/machinery/button/proc/setup_device()
if(id && istype(device, /obj/item/assembly/control))
var/obj/item/assembly/control/A = device
A.id = id
initialized_button = 1
/obj/machinery/button/attack_hand(mob/user)
. = ..()
if(.)
return
if(!initialized_button)
setup_device()
add_fingerprint(user)
if(panel_open)
if(device || board)
if(device)
device.forceMove(drop_location())
device = null
if(board)
board.forceMove(drop_location())
req_access = list()
req_one_access = list()
board = null
update_icon()
to_chat(user, "<span class='notice'>You remove electronics from the button frame.</span>")
else
if(skin == "doorctrl")
skin = "launcher"
else
skin = "doorctrl"
to_chat(user, "<span class='notice'>You change the button frame's front panel.</span>")
return
if((stat & (NOPOWER|BROKEN)))
return
if(device && device.next_activate > world.time)
return
if(!allowed(user))
to_chat(user, "<span class='danger'>Access Denied</span>")
flick("[skin]-denied", src)
return
use_power(5)
icon_state = "[skin]1"
if(device)
device.pulsed()
addtimer(CALLBACK(src, .proc/update_icon), 15)
/obj/machinery/button/power_change()
..()
update_icon()
/obj/machinery/button/door
name = "door button"
desc = "A door remote control switch."
var/normaldoorcontrol = FALSE
var/specialfunctions = OPEN // Bitflag, see assembly file
/obj/machinery/button/door/setup_device()
if(!device)
if(normaldoorcontrol)
var/obj/item/assembly/control/airlock/A = new(src)
device = A
A.specialfunctions = specialfunctions
else
device = new /obj/item/assembly/control(src)
..()
/obj/machinery/button/door/incinerator_vent_toxmix
name = "combustion chamber vent control"
id = INCINERATOR_TOXMIX_VENT
req_access = list(ACCESS_TOX)
/obj/machinery/button/door/incinerator_vent_atmos_main
name = "turbine vent control"
id = INCINERATOR_ATMOS_MAINVENT
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS)
/obj/machinery/button/door/incinerator_vent_atmos_aux
name = "combustion chamber vent control"
id = INCINERATOR_ATMOS_AUXVENT
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS)
/obj/machinery/button/door/incinerator_vent_syndicatelava_main
name = "turbine vent control"
id = INCINERATOR_SYNDICATELAVA_MAINVENT
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/button/door/incinerator_vent_syndicatelava_aux
name = "combustion chamber vent control"
id = INCINERATOR_SYNDICATELAVA_AUXVENT
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/button/massdriver
name = "mass driver button"
desc = "A remote control switch for a mass driver."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/massdriver
/obj/machinery/button/ignition
name = "ignition switch"
desc = "A remote control switch for a mounted igniter."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/igniter
/obj/machinery/button/ignition/incinerator
name = "combustion chamber ignition switch"
desc = "A remote control switch for the combustion chamber's igniter."
/obj/machinery/button/ignition/incinerator/toxmix
id = INCINERATOR_TOXMIX_IGNITER
/obj/machinery/button/ignition/incinerator/atmos
id = INCINERATOR_ATMOS_IGNITER
/obj/machinery/button/ignition/incinerator/syndicatelava
id = INCINERATOR_SYNDICATELAVA_IGNITER
/obj/machinery/button/flasher
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/flasher
/obj/machinery/button/crematorium
name = "crematorium igniter"
desc = "Burn baby burn!"
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/crematorium
req_access = list()
id = 1
/obj/item/wallframe/button
name = "button frame"
desc = "Used for building buttons."
icon_state = "button"
result_path = /obj/machinery/button
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
/obj/machinery/button
name = "button"
desc = "A remote control switch."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl"
var/skin = "doorctrl"
power_channel = ENVIRON
var/obj/item/assembly/device
var/obj/item/electronics/airlock/board
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/machinery/button/Initialize(mapload, ndir = 0, built = 0)
. = ..()
if(built)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
panel_open = TRUE
update_icon()
if(!built && !device && device_type)
device = new device_type(src)
src.check_access(null)
if(req_access.len || req_one_access.len)
board = new(src)
if(req_access.len)
board.accesses = req_access
else
board.one_access = 1
board.accesses = req_one_access
/obj/machinery/button/update_icon_state()
if(panel_open)
icon_state = "button-open"
else if(stat & (NOPOWER|BROKEN))
icon_state = "[skin]-p"
else
icon_state = skin
/obj/machinery/button/update_overlays()
. = ..()
if(!panel_open)
return
if(device)
. += "button-device"
if(board)
. += "button-board"
/obj/machinery/button/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/screwdriver))
if(panel_open || allowed(user))
default_deconstruction_screwdriver(user, "button-open", "[skin]",W)
update_icon()
else
to_chat(user, "<span class='danger'>Maintenance Access Denied</span>")
flick("[skin]-denied", src)
return
if(panel_open)
if(!device && istype(W, /obj/item/assembly))
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to you!</span>")
return
device = W
to_chat(user, "<span class='notice'>You add [W] to the button.</span>")
if(!board && istype(W, /obj/item/electronics/airlock))
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to you!</span>")
return
board = W
if(board.one_access)
req_one_access = board.accesses
else
req_access = board.accesses
to_chat(user, "<span class='notice'>You add [W] to the button.</span>")
if(!device && !board && istype(W, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start unsecuring the button frame...</span>")
W.play_tool_sound(src)
if(W.use_tool(src, user, 40))
to_chat(user, "<span class='notice'>You unsecure the button frame.</span>")
transfer_fingerprints_to(new /obj/item/wallframe/button(get_turf(src)))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
qdel(src)
update_icon()
return
if(user.a_intent != INTENT_HARM && !(W.item_flags & NOBLUDGEON))
return attack_hand(user)
else
return ..()
/obj/machinery/button/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
req_access = list()
req_one_access = list()
playsound(src, "sparks", 100, 1)
obj_flags |= EMAGGED
/obj/machinery/button/attack_ai(mob/user)
if(!panel_open)
return attack_hand(user)
/obj/machinery/button/attack_robot(mob/user)
return attack_ai(user)
/obj/machinery/button/proc/setup_device()
if(id && istype(device, /obj/item/assembly/control))
var/obj/item/assembly/control/A = device
A.id = id
initialized_button = 1
/obj/machinery/button/attack_hand(mob/user)
. = ..()
if(.)
return
if(!initialized_button)
setup_device()
add_fingerprint(user)
if(panel_open)
if(device || board)
if(device)
device.forceMove(drop_location())
device = null
if(board)
board.forceMove(drop_location())
req_access = list()
req_one_access = list()
board = null
update_icon()
to_chat(user, "<span class='notice'>You remove electronics from the button frame.</span>")
else
if(skin == "doorctrl")
skin = "launcher"
else
skin = "doorctrl"
to_chat(user, "<span class='notice'>You change the button frame's front panel.</span>")
return
if((stat & (NOPOWER|BROKEN)))
return
if(device && device.next_activate > world.time)
return
if(!allowed(user))
to_chat(user, "<span class='danger'>Access Denied</span>")
flick("[skin]-denied", src)
return
use_power(5)
icon_state = "[skin]1"
if(device)
device.pulsed()
addtimer(CALLBACK(src, /atom/.proc/update_icon), 15)
/obj/machinery/button/power_change()
..()
update_icon()
/obj/machinery/button/door
name = "door button"
desc = "A door remote control switch."
var/normaldoorcontrol = FALSE
var/specialfunctions = OPEN // Bitflag, see assembly file
/obj/machinery/button/door/setup_device()
if(!device)
if(normaldoorcontrol)
var/obj/item/assembly/control/airlock/A = new(src)
device = A
A.specialfunctions = specialfunctions
else
device = new /obj/item/assembly/control(src)
..()
/obj/machinery/button/door/incinerator_vent_toxmix
name = "combustion chamber vent control"
id = INCINERATOR_TOXMIX_VENT
req_access = list(ACCESS_TOX)
/obj/machinery/button/door/incinerator_vent_atmos_main
name = "turbine vent control"
id = INCINERATOR_ATMOS_MAINVENT
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS)
/obj/machinery/button/door/incinerator_vent_atmos_aux
name = "combustion chamber vent control"
id = INCINERATOR_ATMOS_AUXVENT
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS)
/obj/machinery/button/door/incinerator_vent_syndicatelava_main
name = "turbine vent control"
id = INCINERATOR_SYNDICATELAVA_MAINVENT
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/button/door/incinerator_vent_syndicatelava_aux
name = "combustion chamber vent control"
id = INCINERATOR_SYNDICATELAVA_AUXVENT
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/button/massdriver
name = "mass driver button"
desc = "A remote control switch for a mass driver."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/massdriver
/obj/machinery/button/ignition
name = "ignition switch"
desc = "A remote control switch for a mounted igniter."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/igniter
/obj/machinery/button/ignition/incinerator
name = "combustion chamber ignition switch"
desc = "A remote control switch for the combustion chamber's igniter."
/obj/machinery/button/ignition/incinerator/toxmix
id = INCINERATOR_TOXMIX_IGNITER
/obj/machinery/button/ignition/incinerator/atmos
id = INCINERATOR_ATMOS_IGNITER
/obj/machinery/button/ignition/incinerator/syndicatelava
id = INCINERATOR_SYNDICATELAVA_IGNITER
/obj/machinery/button/flasher
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/flasher
/obj/machinery/button/crematorium
name = "crematorium igniter"
desc = "Burn baby burn!"
icon_state = "launcher"
skin = "launcher"
device_type = /obj/item/assembly/control/crematorium
req_access = list()
id = 1
/obj/item/wallframe/button
name = "button frame"
desc = "Used for building buttons."
icon_state = "button"
result_path = /obj/machinery/button
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
+1 -1
View File
@@ -292,7 +292,7 @@
new /obj/item/stack/cable_coil(loc, 2)
qdel(src)
/obj/machinery/camera/update_icon()
/obj/machinery/camera/update_icon_state()
if(!status)
icon_state = "[initial(icon_state)]1"
else if (stat & EMPED)
+130 -130
View File
@@ -1,130 +1,130 @@
/obj/machinery/cell_charger
name = "cell charger"
desc = "It charges power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger"
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 60
power_channel = EQUIP
circuit = /obj/item/circuitboard/machine/cell_charger
pass_flags = PASSTABLE
var/obj/item/stock_parts/cell/charging = null
var/chargelevel = -1
var/charge_rate = 500
/obj/machinery/cell_charger/proc/updateicon()
cut_overlays()
if(charging)
add_overlay(image(charging.icon, charging.icon_state))
add_overlay("ccharger-on")
if(!(stat & (BROKEN|NOPOWER)))
var/newlevel = round(charging.percent() * 4 / 100)
chargelevel = newlevel
add_overlay("ccharger-o[newlevel]")
/obj/machinery/cell_charger/examine(mob/user)
. = ..()
. += "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
. += "Current charge: [round(charging.percent(), 1)]%."
/obj/machinery/cell_charger/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell) && !panel_open)
if(stat & BROKEN)
to_chat(user, "<span class='warning'>[src] is broken!</span>")
return
if(!anchored)
to_chat(user, "<span class='warning'>[src] isn't attached to the ground!</span>")
return
if(charging)
to_chat(user, "<span class='warning'>There is already a cell in the charger!</span>")
return
else
var/area/a = loc.loc // Gets our locations location, like a dream within a dream
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
to_chat(user, "<span class='warning'>[src] blinks red as you try to insert the cell!</span>")
return
if(!user.transferItemToLoc(W,src))
return
charging = W
user.visible_message("[user] inserts a cell into [src].", "<span class='notice'>You insert a cell into [src].</span>")
chargelevel = -1
updateicon()
else
if(!charging && default_deconstruction_screwdriver(user, icon_state, icon_state, W))
return
if(default_deconstruction_crowbar(W))
return
if(!charging && default_unfasten_wrench(user, W))
return
return ..()
/obj/machinery/cell_charger/deconstruct()
if(charging)
charging.forceMove(drop_location())
return ..()
/obj/machinery/cell_charger/Destroy()
QDEL_NULL(charging)
return ..()
/obj/machinery/cell_charger/proc/removecell()
charging.update_icon()
charging = null
chargelevel = -1
updateicon()
/obj/machinery/cell_charger/attack_hand(mob/user)
. = ..()
if(.)
return
if(!charging)
return
user.put_in_hands(charging)
charging.add_fingerprint(user)
user.visible_message("[user] removes [charging] from [src].", "<span class='notice'>You remove [charging] from [src].</span>")
removecell()
/obj/machinery/cell_charger/attack_tk(mob/user)
if(!charging)
return
charging.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove [charging] from [src].</span>")
removecell()
/obj/machinery/cell_charger/attack_ai(mob/user)
return
/obj/machinery/cell_charger/emp_act(severity)
. = ..()
if(stat & (BROKEN|NOPOWER) || . & EMP_PROTECT_CONTENTS)
return
if(charging)
charging.emp_act(severity)
/obj/machinery/cell_charger/RefreshParts()
charge_rate = 500
for(var/obj/item/stock_parts/capacitor/C in component_parts)
charge_rate *= C.rating
/obj/machinery/cell_charger/process()
if(!charging || !anchored || (stat & (BROKEN|NOPOWER)))
return
if(charging.percent() >= 100)
return
use_power(charge_rate)
charging.give(charge_rate) //this is 2558, efficient batteries exist
updateicon()
/obj/machinery/cell_charger
name = "cell charger"
desc = "It charges power cells."
icon = 'icons/obj/power.dmi'
icon_state = "ccharger"
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 60
power_channel = EQUIP
circuit = /obj/item/circuitboard/machine/cell_charger
pass_flags = PASSTABLE
var/obj/item/stock_parts/cell/charging = null
var/chargelevel = -1
var/charge_rate = 500
/obj/machinery/cell_charger/update_icon()
cut_overlays()
if(charging)
add_overlay(image(charging.icon, charging.icon_state))
add_overlay("ccharger-on")
if(!(stat & (BROKEN|NOPOWER)))
var/newlevel = round(charging.percent() * 4 / 100)
chargelevel = newlevel
add_overlay("ccharger-o[newlevel]")
/obj/machinery/cell_charger/examine(mob/user)
. = ..()
. += "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
. += "Current charge: [round(charging.percent(), 1)]%."
/obj/machinery/cell_charger/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell) && !panel_open)
if(stat & BROKEN)
to_chat(user, "<span class='warning'>[src] is broken!</span>")
return
if(!anchored)
to_chat(user, "<span class='warning'>[src] isn't attached to the ground!</span>")
return
if(charging)
to_chat(user, "<span class='warning'>There is already a cell in the charger!</span>")
return
else
var/area/a = loc.loc // Gets our locations location, like a dream within a dream
if(!isarea(a))
return
if(a.power_equip == 0) // There's no APC in this area, don't try to cheat power!
to_chat(user, "<span class='warning'>[src] blinks red as you try to insert the cell!</span>")
return
if(!user.transferItemToLoc(W,src))
return
charging = W
user.visible_message("[user] inserts a cell into [src].", "<span class='notice'>You insert a cell into [src].</span>")
chargelevel = -1
update_icon()
else
if(!charging && default_deconstruction_screwdriver(user, icon_state, icon_state, W))
return
if(default_deconstruction_crowbar(W))
return
if(!charging && default_unfasten_wrench(user, W))
return
return ..()
/obj/machinery/cell_charger/deconstruct()
if(charging)
charging.forceMove(drop_location())
return ..()
/obj/machinery/cell_charger/Destroy()
QDEL_NULL(charging)
return ..()
/obj/machinery/cell_charger/proc/removecell()
charging.update_icon()
charging = null
chargelevel = -1
update_icon()
/obj/machinery/cell_charger/attack_hand(mob/user)
. = ..()
if(.)
return
if(!charging)
return
user.put_in_hands(charging)
charging.add_fingerprint(user)
user.visible_message("[user] removes [charging] from [src].", "<span class='notice'>You remove [charging] from [src].</span>")
removecell()
/obj/machinery/cell_charger/attack_tk(mob/user)
if(!charging)
return
charging.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove [charging] from [src].</span>")
removecell()
/obj/machinery/cell_charger/attack_ai(mob/user)
return
/obj/machinery/cell_charger/emp_act(severity)
. = ..()
if(stat & (BROKEN|NOPOWER) || . & EMP_PROTECT_CONTENTS)
return
if(charging)
charging.emp_act(severity)
/obj/machinery/cell_charger/RefreshParts()
charge_rate = 500
for(var/obj/item/stock_parts/capacitor/C in component_parts)
charge_rate *= C.rating
/obj/machinery/cell_charger/process()
if(!charging || !anchored || (stat & (BROKEN|NOPOWER)))
return
if(charging.percent() >= 100)
return
use_power(charge_rate)
charging.give(charge_rate) //this is 2558, efficient batteries exist
update_icon()
+15 -11
View File
@@ -38,17 +38,21 @@
defib.cell.give(180) //90% efficiency, slightly better than the cell charger's 87.5%
update_icon()
/obj/machinery/defibrillator_mount/update_icon()
cut_overlays()
if(defib)
add_overlay("defib")
if(defib.powered)
add_overlay(defib.safety ? "online" : "emagged")
var/ratio = defib.cell.charge / defib.cell.maxcharge
ratio = CEILING(ratio * 4, 1) * 25
add_overlay("charge[ratio]")
if(clamps_locked)
add_overlay("clamps")
/obj/machinery/defibrillator_mount/update_overlays()
. = ..()
if(!defib)
return
. += "defib"
if(defib.powered)
. += (defib.safety ? "online" : "emagged")
var/ratio = defib.cell.charge / defib.cell.maxcharge
ratio = CEILING(ratio * 4, 1) * 25
. += "charge[ratio]"
if(clamps_locked)
. += "clamps"
/obj/machinery/defibrillator_mount/get_cell()
if(defib)
+67 -67
View File
@@ -1,67 +1,67 @@
// the light switch
// can have multiple per area
// can also operate on non-loc area through "otherarea" var
/obj/machinery/light_switch
name = "light switch"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
desc = "Make dark."
var/on = TRUE
var/area/area = null
var/otherarea = null
/obj/machinery/light_switch/Initialize()
. = ..()
area = get_area(src)
if(otherarea)
area = locate(text2path("/area/[otherarea]"))
if(!name)
name = "light switch ([area.name])"
on = area.lightswitch
updateicon()
/obj/machinery/light_switch/proc/updateicon()
if(stat & NOPOWER)
icon_state = "light-p"
else
if(on)
icon_state = "light1"
else
icon_state = "light0"
/obj/machinery/light_switch/examine(mob/user)
. = ..()
. += "It is [on? "on" : "off"]."
/obj/machinery/light_switch/interact(mob/user)
. = ..()
on = !on
area.lightswitch = on
area.updateicon()
for(var/obj/machinery/light_switch/L in area)
L.on = on
L.updateicon()
area.power_change()
/obj/machinery/light_switch/power_change()
if(!otherarea)
if(powered(LIGHT))
stat &= ~NOPOWER
else
stat |= NOPOWER
updateicon()
/obj/machinery/light_switch/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(!(stat & (BROKEN|NOPOWER)))
power_change()
// the light switch
// can have multiple per area
// can also operate on non-loc area through "otherarea" var
/obj/machinery/light_switch
name = "light switch"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
desc = "Make dark."
var/on = TRUE
var/area/area = null
var/otherarea = null
/obj/machinery/light_switch/Initialize()
. = ..()
area = get_area(src)
if(otherarea)
area = locate(text2path("/area/[otherarea]"))
if(!name)
name = "light switch ([area.name])"
on = area.lightswitch
update_icon()
/obj/machinery/light_switch/update_icon()
if(stat & NOPOWER)
icon_state = "light-p"
else
if(on)
icon_state = "light1"
else
icon_state = "light0"
/obj/machinery/light_switch/examine(mob/user)
. = ..()
. += "It is [on? "on" : "off"]."
/obj/machinery/light_switch/interact(mob/user)
. = ..()
on = !on
area.lightswitch = on
area.update_icon()
for(var/obj/machinery/light_switch/L in area)
L.on = on
L.update_icon()
area.power_change()
/obj/machinery/light_switch/power_change()
if(!otherarea)
if(powered(LIGHT))
stat &= ~NOPOWER
else
stat |= NOPOWER
update_icon()
/obj/machinery/light_switch/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(!(stat & (BROKEN|NOPOWER)))
power_change()
+386 -386
View File
@@ -1,386 +1,386 @@
// Magnetic attractor, creates variable magnetic fields and attraction.
// Can also be used to emit electron/proton beams to create a center of magnetism on another tile
// tl;dr: it's magnets lol
// This was created for firing ranges, but I suppose this could have other applications - Doohl
/obj/machinery/magnetic_module
icon = 'icons/obj/objects.dmi'
icon_state = "floor_magnet-f"
name = "electromagnetic generator"
desc = "A device that uses station power to create points of magnetic energy."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
use_power = IDLE_POWER_USE
idle_power_usage = 50
var/freq = FREQ_MAGNETS // radio frequency
var/electricity_level = 1 // intensity of the magnetic pull
var/magnetic_field = 1 // the range of magnetic attraction
var/code = 0 // frequency code, they should be different unless you have a group of magnets working together or something
var/turf/center // the center of magnetic attraction
var/on = FALSE
var/magneting = FALSE
// x, y modifiers to the center turf; (0, 0) is centered on the magnet, whereas (1, -1) is one tile right, one tile down
var/center_x = 0
var/center_y = 0
var/max_dist = 20 // absolute value of center_x,y cannot exceed this integer
/obj/machinery/magnetic_module/Initialize()
..()
var/turf/T = loc
hide(T.intact)
center = T
SSradio.add_object(src, freq, RADIO_MAGNETS)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/magnetic_module/LateInitialize()
magnetic_process()
/obj/machinery/magnetic_module/Destroy()
SSradio.remove_object(src, freq)
center = null
return ..()
// update the invisibility and icon
/obj/machinery/magnetic_module/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
// update the icon_state
/obj/machinery/magnetic_module/proc/updateicon()
var/state="floor_magnet"
var/onstate=""
if(!on)
onstate="0"
if(invisibility)
icon_state = "[state][onstate]-f" // if invisible, set icon to faded version
// in case of being revealed by T-scanner
else
icon_state = "[state][onstate]"
/obj/machinery/magnetic_module/receive_signal(datum/signal/signal)
var/command = signal.data["command"]
var/modifier = signal.data["modifier"]
var/signal_code = signal.data["code"]
if(command && (signal_code == code))
Cmd(command, modifier)
/obj/machinery/magnetic_module/proc/Cmd(command, modifier)
if(command)
switch(command)
if("set-electriclevel")
if(modifier)
electricity_level = modifier
if("set-magneticfield")
if(modifier)
magnetic_field = modifier
if("add-elec")
electricity_level++
if(electricity_level > 12)
electricity_level = 12
if("sub-elec")
electricity_level--
if(electricity_level <= 0)
electricity_level = 1
if("add-mag")
magnetic_field++
if(magnetic_field > 4)
magnetic_field = 4
if("sub-mag")
magnetic_field--
if(magnetic_field <= 0)
magnetic_field = 1
if("set-x")
if(modifier)
center_x = modifier
if("set-y")
if(modifier)
center_y = modifier
if("N") // NORTH
center_y++
if("S") // SOUTH
center_y--
if("E") // EAST
center_x++
if("W") // WEST
center_x--
if("C") // CENTER
center_x = 0
center_y = 0
if("R") // RANDOM
center_x = rand(-max_dist, max_dist)
center_y = rand(-max_dist, max_dist)
if("set-code")
if(modifier)
code = modifier
if("toggle-power")
on = !on
if(on)
INVOKE_ASYNC(src, .proc/magnetic_process)
/obj/machinery/magnetic_module/process()
if(stat & NOPOWER)
on = FALSE
// Sanity checks:
if(electricity_level <= 0)
electricity_level = 1
if(magnetic_field <= 0)
magnetic_field = 1
// Limitations:
if(abs(center_x) > max_dist)
center_x = max_dist
if(abs(center_y) > max_dist)
center_y = max_dist
if(magnetic_field > 4)
magnetic_field = 4
if(electricity_level > 12)
electricity_level = 12
// Update power usage:
if(on)
use_power = ACTIVE_POWER_USE
active_power_usage = electricity_level*15
else
use_power = NO_POWER_USE
updateicon()
/obj/machinery/magnetic_module/proc/magnetic_process() // proc that actually does the magneting
if(magneting)
return
while(on)
magneting = TRUE
center = locate(x+center_x, y+center_y, z)
if(center)
for(var/obj/M in orange(magnetic_field, center))
if(!M.anchored && (M.flags_1 & CONDUCT_1))
step_towards(M, center)
for(var/mob/living/silicon/S in orange(magnetic_field, center))
if(isAI(S))
continue
step_towards(S, center)
use_power(electricity_level * 5)
sleep(13 - electricity_level)
magneting = FALSE
/obj/machinery/magnetic_controller
name = "magnetic control console"
icon = 'icons/obj/airlock_machines.dmi' // uses an airlock machine icon, THINK GREEN HELP THE ENVIRONMENT - RECYCLING!
icon_state = "airlock_control_standby"
density = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 45
var/frequency = FREQ_MAGNETS
var/code = 0
var/list/magnets = list()
var/title = "Magnetic Control Console"
var/autolink = 0 // if set to 1, can't probe for other magnets!
var/pathpos = 1 // position in the path
var/path = "w;e;e;w;s;n;n;s" // text path of the magnet
var/speed = 1 // lowest = 1, highest = 10
var/list/rpath = list() // real path of the magnet, used in iterator
var/moving = 0 // 1 if scheduled to loop
var/looping = 0 // 1 if looping
var/datum/radio_frequency/radio_connection
/obj/machinery/magnetic_controller/Initialize()
. = ..()
if(autolink)
for(var/obj/machinery/magnetic_module/M in GLOB.machines)
if(M.freq == frequency && M.code == code)
magnets.Add(M)
if(path) // check for default path
filter_path() // renders rpath
radio_connection = SSradio.add_object(src, frequency, RADIO_MAGNETS)
/obj/machinery/magnetic_controller/Destroy()
SSradio.remove_object(src, frequency)
magnets = null
rpath = null
return ..()
/obj/machinery/magnetic_controller/process()
if(magnets.len == 0 && autolink)
for(var/obj/machinery/magnetic_module/M in GLOB.machines)
if(M.freq == frequency && M.code == code)
magnets.Add(M)
/obj/machinery/magnetic_controller/ui_interact(mob/user)
. = ..()
var/dat = "<B>Magnetic Control Console</B><BR><BR>"
if(!autolink)
dat += {"
Frequency: <a href='?src=[REF(src)];operation=setfreq'>[frequency]</a><br>
Code: <a href='?src=[REF(src)];operation=setfreq'>[code]</a><br>
<a href='?src=[REF(src)];operation=probe'>Probe Generators</a><br>
"}
if(magnets.len >= 1)
dat += "Magnets confirmed: <br>"
var/i = 0
for(var/obj/machinery/magnetic_module/M in magnets)
i++
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;< \[[i]\] (<a href='?src=[REF(src)];radio-op=togglepower'>[M.on ? "On":"Off"]</a>) | Electricity level: <a href='?src=[REF(src)];radio-op=minuselec'>-</a> [M.electricity_level] <a href='?src=[REF(src)];radio-op=pluselec'>+</a>; Magnetic field: <a href='?src=[REF(src)];radio-op=minusmag'>-</a> [M.magnetic_field] <a href='?src=[REF(src)];radio-op=plusmag'>+</a><br>"
dat += "<br>Speed: <a href='?src=[REF(src)];operation=minusspeed'>-</a> [speed] <a href='?src=[REF(src)];operation=plusspeed'>+</a><br>"
dat += "Path: {<a href='?src=[REF(src)];operation=setpath'>[path]</a>}<br>"
dat += "Moving: <a href='?src=[REF(src)];operation=togglemoving'>[moving ? "Enabled":"Disabled"]</a>"
user << browse(dat, "window=magnet;size=400x500")
onclose(user, "magnet")
/obj/machinery/magnetic_controller/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if(href_list["radio-op"])
// Prepare signal beforehand, because this is a radio operation
var/datum/signal/signal = new(list("code" = code))
// Apply any necessary commands
switch(href_list["radio-op"])
if("togglepower")
signal.data["command"] = "toggle-power"
if("minuselec")
signal.data["command"] = "sub-elec"
if("pluselec")
signal.data["command"] = "add-elec"
if("minusmag")
signal.data["command"] = "sub-mag"
if("plusmag")
signal.data["command"] = "add-mag"
// Broadcast the signal
radio_connection.post_signal(src, signal, filter = RADIO_MAGNETS)
spawn(1)
updateUsrDialog() // pretty sure this increases responsiveness
if(href_list["operation"])
switch(href_list["operation"])
if("plusspeed")
speed ++
if(speed > 10)
speed = 10
if("minusspeed")
speed --
if(speed <= 0)
speed = 1
if("setpath")
var/newpath = stripped_input(usr, "Please define a new path!", "New Path", path, MAX_MESSAGE_LEN)
if(newpath && newpath != "")
moving = 0 // stop moving
path = newpath
pathpos = 1 // reset position
filter_path() // renders rpath
if("togglemoving")
moving = !moving
if(moving)
spawn() MagnetMove()
updateUsrDialog()
/obj/machinery/magnetic_controller/proc/MagnetMove()
if(looping)
return
while(moving && rpath.len >= 1)
if(stat & (BROKEN|NOPOWER))
break
looping = 1
// Prepare the radio signal
var/datum/signal/signal = new(list("code" = code))
if(pathpos > rpath.len) // if the position is greater than the length, we just loop through the list!
pathpos = 1
var/nextmove = uppertext(rpath[pathpos]) // makes it un-case-sensitive
if(!(nextmove in list("N","S","E","W","C","R")))
// N, S, E, W are directional
// C is center
// R is random (in magnetic field's bounds)
qdel(signal)
break // break the loop if the character located is invalid
signal.data["command"] = nextmove
pathpos++ // increase iterator
// Broadcast the signal
spawn()
radio_connection.post_signal(src, signal, filter = RADIO_MAGNETS)
if(speed == 10)
sleep(1)
else
sleep(12-speed)
looping = 0
/obj/machinery/magnetic_controller/proc/filter_path()
// Generates the rpath variable using the path string, think of this as "string2list"
// Doesn't use params2list() because of the akward way it stacks entities
rpath = list() // clear rpath
var/maximum_characters = 50
var/lentext = length(path)
var/nextchar = ""
var/charcount = 0
for(var/i = 1, i <= lentext, i += length(nextchar)) // iterates through all characters in path
nextchar = path[i] // find next character
if(nextchar in list(";", "&", "*", " ")) // if char is a separator, ignore
continue
rpath += nextchar // else, add to list
// there doesn't HAVE to be separators but it makes paths syntatically visible
charcount++
if(charcount >= maximum_characters)
break
// Magnetic attractor, creates variable magnetic fields and attraction.
// Can also be used to emit electron/proton beams to create a center of magnetism on another tile
// tl;dr: it's magnets lol
// This was created for firing ranges, but I suppose this could have other applications - Doohl
/obj/machinery/magnetic_module
icon = 'icons/obj/objects.dmi'
icon_state = "floor_magnet-f"
name = "electromagnetic generator"
desc = "A device that uses station power to create points of magnetic energy."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
use_power = IDLE_POWER_USE
idle_power_usage = 50
var/freq = FREQ_MAGNETS // radio frequency
var/electricity_level = 1 // intensity of the magnetic pull
var/magnetic_field = 1 // the range of magnetic attraction
var/code = 0 // frequency code, they should be different unless you have a group of magnets working together or something
var/turf/center // the center of magnetic attraction
var/on = FALSE
var/magneting = FALSE
// x, y modifiers to the center turf; (0, 0) is centered on the magnet, whereas (1, -1) is one tile right, one tile down
var/center_x = 0
var/center_y = 0
var/max_dist = 20 // absolute value of center_x,y cannot exceed this integer
/obj/machinery/magnetic_module/Initialize()
..()
var/turf/T = loc
hide(T.intact)
center = T
SSradio.add_object(src, freq, RADIO_MAGNETS)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/magnetic_module/LateInitialize()
magnetic_process()
/obj/machinery/magnetic_module/Destroy()
SSradio.remove_object(src, freq)
center = null
return ..()
// update the invisibility and icon
/obj/machinery/magnetic_module/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
update_icon()
// update the icon_state
/obj/machinery/magnetic_module/update_icon()
var/state="floor_magnet"
var/onstate=""
if(!on)
onstate="0"
if(invisibility)
icon_state = "[state][onstate]-f" // if invisible, set icon to faded version
// in case of being revealed by T-scanner
else
icon_state = "[state][onstate]"
/obj/machinery/magnetic_module/receive_signal(datum/signal/signal)
var/command = signal.data["command"]
var/modifier = signal.data["modifier"]
var/signal_code = signal.data["code"]
if(command && (signal_code == code))
Cmd(command, modifier)
/obj/machinery/magnetic_module/proc/Cmd(command, modifier)
if(command)
switch(command)
if("set-electriclevel")
if(modifier)
electricity_level = modifier
if("set-magneticfield")
if(modifier)
magnetic_field = modifier
if("add-elec")
electricity_level++
if(electricity_level > 12)
electricity_level = 12
if("sub-elec")
electricity_level--
if(electricity_level <= 0)
electricity_level = 1
if("add-mag")
magnetic_field++
if(magnetic_field > 4)
magnetic_field = 4
if("sub-mag")
magnetic_field--
if(magnetic_field <= 0)
magnetic_field = 1
if("set-x")
if(modifier)
center_x = modifier
if("set-y")
if(modifier)
center_y = modifier
if("N") // NORTH
center_y++
if("S") // SOUTH
center_y--
if("E") // EAST
center_x++
if("W") // WEST
center_x--
if("C") // CENTER
center_x = 0
center_y = 0
if("R") // RANDOM
center_x = rand(-max_dist, max_dist)
center_y = rand(-max_dist, max_dist)
if("set-code")
if(modifier)
code = modifier
if("toggle-power")
on = !on
if(on)
INVOKE_ASYNC(src, .proc/magnetic_process)
/obj/machinery/magnetic_module/process()
if(stat & NOPOWER)
on = FALSE
// Sanity checks:
if(electricity_level <= 0)
electricity_level = 1
if(magnetic_field <= 0)
magnetic_field = 1
// Limitations:
if(abs(center_x) > max_dist)
center_x = max_dist
if(abs(center_y) > max_dist)
center_y = max_dist
if(magnetic_field > 4)
magnetic_field = 4
if(electricity_level > 12)
electricity_level = 12
// Update power usage:
if(on)
use_power = ACTIVE_POWER_USE
active_power_usage = electricity_level*15
else
use_power = NO_POWER_USE
update_icon()
/obj/machinery/magnetic_module/proc/magnetic_process() // proc that actually does the magneting
if(magneting)
return
while(on)
magneting = TRUE
center = locate(x+center_x, y+center_y, z)
if(center)
for(var/obj/M in orange(magnetic_field, center))
if(!M.anchored && (M.flags_1 & CONDUCT_1))
step_towards(M, center)
for(var/mob/living/silicon/S in orange(magnetic_field, center))
if(isAI(S))
continue
step_towards(S, center)
use_power(electricity_level * 5)
sleep(13 - electricity_level)
magneting = FALSE
/obj/machinery/magnetic_controller
name = "magnetic control console"
icon = 'icons/obj/airlock_machines.dmi' // uses an airlock machine icon, THINK GREEN HELP THE ENVIRONMENT - RECYCLING!
icon_state = "airlock_control_standby"
density = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 45
var/frequency = FREQ_MAGNETS
var/code = 0
var/list/magnets = list()
var/title = "Magnetic Control Console"
var/autolink = 0 // if set to 1, can't probe for other magnets!
var/pathpos = 1 // position in the path
var/path = "w;e;e;w;s;n;n;s" // text path of the magnet
var/speed = 1 // lowest = 1, highest = 10
var/list/rpath = list() // real path of the magnet, used in iterator
var/moving = 0 // 1 if scheduled to loop
var/looping = 0 // 1 if looping
var/datum/radio_frequency/radio_connection
/obj/machinery/magnetic_controller/Initialize()
. = ..()
if(autolink)
for(var/obj/machinery/magnetic_module/M in GLOB.machines)
if(M.freq == frequency && M.code == code)
magnets.Add(M)
if(path) // check for default path
filter_path() // renders rpath
radio_connection = SSradio.add_object(src, frequency, RADIO_MAGNETS)
/obj/machinery/magnetic_controller/Destroy()
SSradio.remove_object(src, frequency)
magnets = null
rpath = null
return ..()
/obj/machinery/magnetic_controller/process()
if(magnets.len == 0 && autolink)
for(var/obj/machinery/magnetic_module/M in GLOB.machines)
if(M.freq == frequency && M.code == code)
magnets.Add(M)
/obj/machinery/magnetic_controller/ui_interact(mob/user)
. = ..()
var/dat = "<B>Magnetic Control Console</B><BR><BR>"
if(!autolink)
dat += {"
Frequency: <a href='?src=[REF(src)];operation=setfreq'>[frequency]</a><br>
Code: <a href='?src=[REF(src)];operation=setfreq'>[code]</a><br>
<a href='?src=[REF(src)];operation=probe'>Probe Generators</a><br>
"}
if(magnets.len >= 1)
dat += "Magnets confirmed: <br>"
var/i = 0
for(var/obj/machinery/magnetic_module/M in magnets)
i++
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;< \[[i]\] (<a href='?src=[REF(src)];radio-op=togglepower'>[M.on ? "On":"Off"]</a>) | Electricity level: <a href='?src=[REF(src)];radio-op=minuselec'>-</a> [M.electricity_level] <a href='?src=[REF(src)];radio-op=pluselec'>+</a>; Magnetic field: <a href='?src=[REF(src)];radio-op=minusmag'>-</a> [M.magnetic_field] <a href='?src=[REF(src)];radio-op=plusmag'>+</a><br>"
dat += "<br>Speed: <a href='?src=[REF(src)];operation=minusspeed'>-</a> [speed] <a href='?src=[REF(src)];operation=plusspeed'>+</a><br>"
dat += "Path: {<a href='?src=[REF(src)];operation=setpath'>[path]</a>}<br>"
dat += "Moving: <a href='?src=[REF(src)];operation=togglemoving'>[moving ? "Enabled":"Disabled"]</a>"
user << browse(dat, "window=magnet;size=400x500")
onclose(user, "magnet")
/obj/machinery/magnetic_controller/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if(href_list["radio-op"])
// Prepare signal beforehand, because this is a radio operation
var/datum/signal/signal = new(list("code" = code))
// Apply any necessary commands
switch(href_list["radio-op"])
if("togglepower")
signal.data["command"] = "toggle-power"
if("minuselec")
signal.data["command"] = "sub-elec"
if("pluselec")
signal.data["command"] = "add-elec"
if("minusmag")
signal.data["command"] = "sub-mag"
if("plusmag")
signal.data["command"] = "add-mag"
// Broadcast the signal
radio_connection.post_signal(src, signal, filter = RADIO_MAGNETS)
spawn(1)
updateUsrDialog() // pretty sure this increases responsiveness
if(href_list["operation"])
switch(href_list["operation"])
if("plusspeed")
speed ++
if(speed > 10)
speed = 10
if("minusspeed")
speed --
if(speed <= 0)
speed = 1
if("setpath")
var/newpath = stripped_input(usr, "Please define a new path!", "New Path", path, MAX_MESSAGE_LEN)
if(newpath && newpath != "")
moving = 0 // stop moving
path = newpath
pathpos = 1 // reset position
filter_path() // renders rpath
if("togglemoving")
moving = !moving
if(moving)
spawn() MagnetMove()
updateUsrDialog()
/obj/machinery/magnetic_controller/proc/MagnetMove()
if(looping)
return
while(moving && rpath.len >= 1)
if(stat & (BROKEN|NOPOWER))
break
looping = 1
// Prepare the radio signal
var/datum/signal/signal = new(list("code" = code))
if(pathpos > rpath.len) // if the position is greater than the length, we just loop through the list!
pathpos = 1
var/nextmove = uppertext(rpath[pathpos]) // makes it un-case-sensitive
if(!(nextmove in list("N","S","E","W","C","R")))
// N, S, E, W are directional
// C is center
// R is random (in magnetic field's bounds)
qdel(signal)
break // break the loop if the character located is invalid
signal.data["command"] = nextmove
pathpos++ // increase iterator
// Broadcast the signal
spawn()
radio_connection.post_signal(src, signal, filter = RADIO_MAGNETS)
if(speed == 10)
sleep(1)
else
sleep(12-speed)
looping = 0
/obj/machinery/magnetic_controller/proc/filter_path()
// Generates the rpath variable using the path string, think of this as "string2list"
// Doesn't use params2list() because of the akward way it stacks entities
rpath = list() // clear rpath
var/maximum_characters = 50
var/lentext = length(path)
var/nextchar = ""
var/charcount = 0
for(var/i = 1, i <= lentext, i += length(nextchar)) // iterates through all characters in path
nextchar = path[i] // find next character
if(nextchar in list(";", "&", "*", " ")) // if char is a separator, ignore
continue
rpath += nextchar // else, add to list
// there doesn't HAVE to be separators but it makes paths syntatically visible
charcount++
if(charcount >= maximum_characters)
break
+214 -214
View File
@@ -1,214 +1,214 @@
// Navigation beacon for AI robots
// No longer exists on the radio controller, it is managed by a global list.
/obj/machinery/navbeacon
icon = 'icons/obj/objects.dmi'
icon_state = "navbeacon0-f"
name = "navigation beacon"
desc = "A radio beacon used for bot navigation."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
max_integrity = 500
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
var/freq = FREQ_NAV_BEACON
var/location = "" // location response text
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
req_one_access = list(ACCESS_ENGINE, ACCESS_ROBOTICS)
/obj/machinery/navbeacon/Initialize()
. = ..()
set_codes()
var/turf/T = loc
hide(T.intact)
if(codes["patrol"])
if(!GLOB.navbeacons["[z]"])
GLOB.navbeacons["[z]"] = list()
GLOB.navbeacons["[z]"] += src //Register with the patrol list!
if(codes["delivery"])
GLOB.deliverybeacons += src
GLOB.deliverybeacontags += location
/obj/machinery/navbeacon/Destroy()
if (GLOB.navbeacons["[z]"])
GLOB.navbeacons["[z]"] -= src //Remove from beacon list, if in one.
GLOB.deliverybeacons -= src
return ..()
/obj/machinery/navbeacon/onTransitZ(old_z, new_z)
if (GLOB.navbeacons["[old_z]"])
GLOB.navbeacons["[old_z]"] -= src
if (GLOB.navbeacons["[new_z]"])
GLOB.navbeacons["[new_z]"] += src
..()
// set the transponder codes assoc list from codes_txt
/obj/machinery/navbeacon/proc/set_codes()
if(!codes_txt)
return
codes = new()
var/list/entries = splittext(codes_txt, ";") // entries are separated by semicolons
for(var/e in entries)
var/index = findtext(e, "=") // format is "key=value"
if(index)
var/key = copytext(e, 1, index)
var/val = copytext(e, index + length(e[index]))
codes[key] = val
else
codes[e] = "1"
// called when turf state changes
// hide the object if turf is intact
/obj/machinery/navbeacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
// update the icon_state
/obj/machinery/navbeacon/proc/updateicon()
var/state="navbeacon[open]"
if(invisibility)
icon_state = "[state]-f" // if invisible, set icon to faded version
// in case revealed by T-scanner
else
icon_state = "[state]"
/obj/machinery/navbeacon/attackby(obj/item/I, mob/user, params)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(istype(I, /obj/item/screwdriver))
open = !open
user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "<span class='notice'>You [open ? "open" : "close"] the beacon's cover.</span>")
updateicon()
else if (istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
if(open)
if (src.allowed(user))
src.locked = !src.locked
to_chat(user, "<span class='notice'>Controls are now [src.locked ? "locked" : "unlocked"].</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
updateDialog()
else
to_chat(user, "<span class='warning'>You must open the cover first!</span>")
else
return ..()
/obj/machinery/navbeacon/attack_ai(mob/user)
interact(user, 1)
/obj/machinery/navbeacon/attack_paw()
return
/obj/machinery/navbeacon/ui_interact(mob/user)
. = ..()
var/ai = isAI(user)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(!open && !ai) // can't alter controls if not open, unless you're an AI
to_chat(user, "<span class='warning'>The beacon's control cover is closed!</span>")
return
var/t
if(locked && !ai)
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to unlock controls)</i><BR>
Location: [location ? location : "(none)"]</A><BR>
Transponder Codes:<UL>"}
for(var/key in codes)
t += "<LI>[key] ... [codes[key]]"
t+= "<UL></TT>"
else
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to lock controls)</i><BR>
<HR>
Location: <A href='byond://?src=[REF(src)];locedit=1'>[location ? location : "None"]</A><BR>
Transponder Codes:<UL>"}
for(var/key in codes)
t += "<LI>[key] ... [codes[key]]"
t += " <A href='byond://?src=[REF(src)];edit=1;code=[key]'>Edit</A>"
t += " <A href='byond://?src=[REF(src)];delete=1;code=[key]'>Delete</A><BR>"
t += " <A href='byond://?src=[REF(src)];add=1;'>Add New</A><BR>"
t+= "<UL></TT>"
var/datum/browser/popup = new(user, "navbeacon", "Navigation Beacon", 300, 400)
popup.set_content(t)
popup.open()
return
/obj/machinery/navbeacon/Topic(href, href_list)
if(..())
return
if(open && !locked)
usr.set_machine(src)
if(href_list["locedit"])
var/newloc = stripped_input(usr, "Enter New Location", "Navigation Beacon", location, MAX_MESSAGE_LEN)
if(newloc)
location = newloc
updateDialog()
else if(href_list["edit"])
var/codekey = href_list["code"]
var/newkey = stripped_input(usr, "Enter Transponder Code Key", "Navigation Beacon", codekey)
if(!newkey)
return
var/codeval = codes[codekey]
var/newval = stripped_input(usr, "Enter Transponder Code Value", "Navigation Beacon", codeval)
if(!newval)
newval = codekey
return
codes.Remove(codekey)
codes[newkey] = newval
updateDialog()
else if(href_list["delete"])
var/codekey = href_list["code"]
codes.Remove(codekey)
updateDialog()
else if(href_list["add"])
var/newkey = stripped_input(usr, "Enter New Transponder Code Key", "Navigation Beacon")
if(!newkey)
return
var/newval = stripped_input(usr, "Enter New Transponder Code Value", "Navigation Beacon")
if(!newval)
newval = "1"
return
if(!codes)
codes = new()
codes[newkey] = newval
updateDialog()
// Navigation beacon for AI robots
// No longer exists on the radio controller, it is managed by a global list.
/obj/machinery/navbeacon
icon = 'icons/obj/objects.dmi'
icon_state = "navbeacon0-f"
name = "navigation beacon"
desc = "A radio beacon used for bot navigation."
level = 1 // underfloor
layer = LOW_OBJ_LAYER
max_integrity = 500
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
var/freq = FREQ_NAV_BEACON
var/location = "" // location response text
var/list/codes // assoc. list of transponder codes
var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
req_one_access = list(ACCESS_ENGINE, ACCESS_ROBOTICS)
/obj/machinery/navbeacon/Initialize()
. = ..()
set_codes()
var/turf/T = loc
hide(T.intact)
if(codes["patrol"])
if(!GLOB.navbeacons["[z]"])
GLOB.navbeacons["[z]"] = list()
GLOB.navbeacons["[z]"] += src //Register with the patrol list!
if(codes["delivery"])
GLOB.deliverybeacons += src
GLOB.deliverybeacontags += location
/obj/machinery/navbeacon/Destroy()
if (GLOB.navbeacons["[z]"])
GLOB.navbeacons["[z]"] -= src //Remove from beacon list, if in one.
GLOB.deliverybeacons -= src
return ..()
/obj/machinery/navbeacon/onTransitZ(old_z, new_z)
if (GLOB.navbeacons["[old_z]"])
GLOB.navbeacons["[old_z]"] -= src
if (GLOB.navbeacons["[new_z]"])
GLOB.navbeacons["[new_z]"] += src
..()
// set the transponder codes assoc list from codes_txt
/obj/machinery/navbeacon/proc/set_codes()
if(!codes_txt)
return
codes = new()
var/list/entries = splittext(codes_txt, ";") // entries are separated by semicolons
for(var/e in entries)
var/index = findtext(e, "=") // format is "key=value"
if(index)
var/key = copytext(e, 1, index)
var/val = copytext(e, index + length(e[index]))
codes[key] = val
else
codes[e] = "1"
// called when turf state changes
// hide the object if turf is intact
/obj/machinery/navbeacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
update_icon()
// update the icon_state
/obj/machinery/navbeacon/update_icon()
var/state="navbeacon[open]"
if(invisibility)
icon_state = "[state]-f" // if invisible, set icon to faded version
// in case revealed by T-scanner
else
icon_state = "[state]"
/obj/machinery/navbeacon/attackby(obj/item/I, mob/user, params)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(istype(I, /obj/item/screwdriver))
open = !open
user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "<span class='notice'>You [open ? "open" : "close"] the beacon's cover.</span>")
update_icon()
else if (istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
if(open)
if (src.allowed(user))
src.locked = !src.locked
to_chat(user, "<span class='notice'>Controls are now [src.locked ? "locked" : "unlocked"].</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
updateDialog()
else
to_chat(user, "<span class='warning'>You must open the cover first!</span>")
else
return ..()
/obj/machinery/navbeacon/attack_ai(mob/user)
interact(user, 1)
/obj/machinery/navbeacon/attack_paw()
return
/obj/machinery/navbeacon/ui_interact(mob/user)
. = ..()
var/ai = isAI(user)
var/turf/T = loc
if(T.intact)
return // prevent intraction when T-scanner revealed
if(!open && !ai) // can't alter controls if not open, unless you're an AI
to_chat(user, "<span class='warning'>The beacon's control cover is closed!</span>")
return
var/t
if(locked && !ai)
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to unlock controls)</i><BR>
Location: [location ? location : "(none)"]</A><BR>
Transponder Codes:<UL>"}
for(var/key in codes)
t += "<LI>[key] ... [codes[key]]"
t+= "<UL></TT>"
else
t = {"<TT><B>Navigation Beacon</B><HR><BR>
<i>(swipe card to lock controls)</i><BR>
<HR>
Location: <A href='byond://?src=[REF(src)];locedit=1'>[location ? location : "None"]</A><BR>
Transponder Codes:<UL>"}
for(var/key in codes)
t += "<LI>[key] ... [codes[key]]"
t += " <A href='byond://?src=[REF(src)];edit=1;code=[key]'>Edit</A>"
t += " <A href='byond://?src=[REF(src)];delete=1;code=[key]'>Delete</A><BR>"
t += " <A href='byond://?src=[REF(src)];add=1;'>Add New</A><BR>"
t+= "<UL></TT>"
var/datum/browser/popup = new(user, "navbeacon", "Navigation Beacon", 300, 400)
popup.set_content(t)
popup.open()
return
/obj/machinery/navbeacon/Topic(href, href_list)
if(..())
return
if(open && !locked)
usr.set_machine(src)
if(href_list["locedit"])
var/newloc = stripped_input(usr, "Enter New Location", "Navigation Beacon", location, MAX_MESSAGE_LEN)
if(newloc)
location = newloc
updateDialog()
else if(href_list["edit"])
var/codekey = href_list["code"]
var/newkey = stripped_input(usr, "Enter Transponder Code Key", "Navigation Beacon", codekey)
if(!newkey)
return
var/codeval = codes[codekey]
var/newval = stripped_input(usr, "Enter Transponder Code Value", "Navigation Beacon", codeval)
if(!newval)
newval = codekey
return
codes.Remove(codekey)
codes[newkey] = newval
updateDialog()
else if(href_list["delete"])
var/codekey = href_list["code"]
codes.Remove(codekey)
updateDialog()
else if(href_list["add"])
var/newkey = stripped_input(usr, "Enter New Transponder Code Key", "Navigation Beacon")
if(!newkey)
return
var/newval = stripped_input(usr, "Enter New Transponder Code Value", "Navigation Beacon")
if(!newval)
newval = "1"
return
if(!codes)
codes = new()
codes[newkey] = newval
updateDialog()
@@ -464,7 +464,7 @@
status = rcd_status
delay = rcd_delay
if (status == RCD_DECONSTRUCT)
addtimer(CALLBACK(src, .proc/update_icon), 11)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 11)
delay -= 11
icon_state = "rcd_end_reverse"
else
+9 -13
View File
@@ -46,8 +46,7 @@
/obj/item/defibrillator/update_icon()
update_power()
update_overlays()
update_charge()
return ..()
/obj/item/defibrillator/proc/update_power()
if(!QDELETED(cell))
@@ -58,23 +57,20 @@
else
powered = FALSE
/obj/item/defibrillator/proc/update_overlays()
cut_overlays()
/obj/item/defibrillator/update_overlays()
. = ..()
if(!on)
add_overlay("[initial(icon_state)]-paddles")
. += "[initial(icon_state)]-paddles"
if(powered)
add_overlay("[initial(icon_state)]-powered")
if(!cell)
add_overlay("[initial(icon_state)]-nocell")
if(!safety)
add_overlay("[initial(icon_state)]-emagged")
/obj/item/defibrillator/proc/update_charge()
if(powered) //so it doesn't show charge if it's unpowered
. += "[initial(icon_state)]-powered"
if(!QDELETED(cell))
var/ratio = cell.charge / cell.maxcharge
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)]-charge[ratio]")
if(!cell)
. += "[initial(icon_state)]-nocell"
if(!safety)
. += "[initial(icon_state)]-emagged"
/obj/item/defibrillator/CheckParts(list/parts_list)
..()
+237 -237
View File
@@ -1,237 +1,237 @@
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
desc = "Regulates the transfer of air between two tanks."
w_class = WEIGHT_CLASS_BULKY
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
var/obj/item/assembly/attached_device
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
/obj/item/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[ADMIN_LOOKUPFLW(user)] attached a [item] to a transfer valve.")
log_game("[key_name(user)] attached a [item] to a transfer valve.")
attacher = user
return
//Attached device memes
/obj/item/transfer_valve/Move()
. = ..()
if(attached_device)
attached_device.holder_movement()
/obj/item/transfer_valve/dropped()
. = ..()
if(attached_device)
attached_device.dropped()
/obj/item/transfer_valve/on_found(mob/finder)
if(attached_device)
attached_device.on_found(finder)
/obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(attached_device)
attached_device.Crossed(AM)
/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
. = ..()
if(.)
return
if(attached_device)
attached_device.attack_hand()
//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
/obj/item/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=[REF(src)];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=[REF(src)];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=[REF(src)];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=[REF(src)];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=[REF(src)];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=[REF(src)];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(!usr.canUseTopic(src))
return
if(tank_one && href_list["tankone"])
split_gases()
valve_open = FALSE
tank_one.forceMove(drop_location())
tank_one = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = FALSE
tank_two.forceMove(drop_location())
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.on_detach()
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
attack_self(usr)
add_fingerprint(usr)
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = FALSE
toggle_valve()
addtimer(CALLBACK(src, .proc/toggle_off), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever
/obj/item/transfer_valve/proc/toggle_off()
toggle = TRUE
/obj/item/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
if(istype(attached_device, /obj/item/assembly/infra))
var/obj/item/assembly/infra/sensor = attached_device
if(sensor.on && sensor.visible)
add_overlay("proxy_beam")
/obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE)
var/target_self = FALSE
if(!target || (target == tank_one.air_contents))
target = tank_two.air_contents
if(target == tank_two.air_contents)
target_self = TRUE
if(change_volume)
if(!target_self)
target.volume += tank_two.volume
target.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
target.merge(temp)
if(!target_self)
temp = tank_two.air_contents.remove_ratio(1)
target.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
var/turf/bombturf = get_turf(src)
var/attachment
if(attached_device)
if(istype(attached_device, /obj/item/assembly/signaler))
attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/admin_attachment_message
var/attachment_message
if(attachment)
admin_attachment_message = " with [attachment] attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]"
attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]"
var/mob/bomber = get_mob_by_key(fingerprintslast)
var/admin_bomber_message
var/bomber_message
if(bomber)
admin_bomber_message = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]"
bomber_message = " - Last touched by: [key_name_admin(bomber)]"
var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]"
GLOB.bombers += admin_bomb_message
message_admins(admin_bomb_message, 0, 1)
log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]")
merge_gases()
for(var/i in 1 to 6)
addtimer(CALLBACK(src, .proc/update_icon), 20 + (i - 1) * 10)
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = FALSE
update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/transfer_valve/proc/c_state()
return
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
desc = "Regulates the transfer of air between two tanks."
w_class = WEIGHT_CLASS_BULKY
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
var/obj/item/assembly/attached_device
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
/obj/item/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[ADMIN_LOOKUPFLW(user)] attached a [item] to a transfer valve.")
log_game("[key_name(user)] attached a [item] to a transfer valve.")
attacher = user
return
//Attached device memes
/obj/item/transfer_valve/Move()
. = ..()
if(attached_device)
attached_device.holder_movement()
/obj/item/transfer_valve/dropped()
. = ..()
if(attached_device)
attached_device.dropped()
/obj/item/transfer_valve/on_found(mob/finder)
if(attached_device)
attached_device.on_found(finder)
/obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(attached_device)
attached_device.Crossed(AM)
/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
. = ..()
if(.)
return
if(attached_device)
attached_device.attack_hand()
//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
/obj/item/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=[REF(src)];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=[REF(src)];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=[REF(src)];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=[REF(src)];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=[REF(src)];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=[REF(src)];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(!usr.canUseTopic(src))
return
if(tank_one && href_list["tankone"])
split_gases()
valve_open = FALSE
tank_one.forceMove(drop_location())
tank_one = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = FALSE
tank_two.forceMove(drop_location())
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.on_detach()
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
attack_self(usr)
add_fingerprint(usr)
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = FALSE
toggle_valve()
addtimer(CALLBACK(src, .proc/toggle_off), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever
/obj/item/transfer_valve/proc/toggle_off()
toggle = TRUE
/obj/item/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
if(istype(attached_device, /obj/item/assembly/infra))
var/obj/item/assembly/infra/sensor = attached_device
if(sensor.on && sensor.visible)
add_overlay("proxy_beam")
/obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE)
var/target_self = FALSE
if(!target || (target == tank_one.air_contents))
target = tank_two.air_contents
if(target == tank_two.air_contents)
target_self = TRUE
if(change_volume)
if(!target_self)
target.volume += tank_two.volume
target.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
target.merge(temp)
if(!target_self)
temp = tank_two.air_contents.remove_ratio(1)
target.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
var/turf/bombturf = get_turf(src)
var/attachment
if(attached_device)
if(istype(attached_device, /obj/item/assembly/signaler))
attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/admin_attachment_message
var/attachment_message
if(attachment)
admin_attachment_message = " with [attachment] attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]"
attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]"
var/mob/bomber = get_mob_by_key(fingerprintslast)
var/admin_bomber_message
var/bomber_message
if(bomber)
admin_bomber_message = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]"
bomber_message = " - Last touched by: [key_name_admin(bomber)]"
var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]"
GLOB.bombers += admin_bomb_message
message_admins(admin_bomb_message, 0, 1)
log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]")
merge_gases()
for(var/i in 1 to 6)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 20 + (i - 1) * 10)
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = FALSE
update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/transfer_valve/proc/c_state()
return
+3 -4
View File
@@ -213,7 +213,7 @@
loadedWeightClass -= I.w_class
else if (A == tank)
tank = null
update_icons()
update_icon()
/obj/item/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller
name = "improvised pneumatic cannon"
@@ -239,14 +239,13 @@
return
to_chat(user, "<span class='notice'>You hook \the [thetank] up to \the [src].</span>")
tank = thetank
update_icons()
update_icon()
/obj/item/pneumatic_cannon/proc/update_icons()
/obj/item/pneumatic_cannon/update_icon()
cut_overlays()
if(!tank)
return
add_overlay(tank.icon_state)
update_icon()
/obj/item/pneumatic_cannon/proc/fill_with_type(type, amount)
if(!ispath(type, /obj) && !ispath(type, /mob))
+413 -413
View File
@@ -1,413 +1,413 @@
//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
/obj/item/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon = 'icons/mob/augmentation/augments.dmi'
icon_state = "robo_suit"
var/obj/item/bodypart/l_arm/robot/l_arm = null
var/obj/item/bodypart/r_arm/robot/r_arm = null
var/obj/item/bodypart/l_leg/robot/l_leg = null
var/obj/item/bodypart/r_leg/robot/r_leg = null
var/obj/item/bodypart/chest/robot/chest = null
var/obj/item/bodypart/head/robot/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = TRUE
/obj/item/robot_suit/New()
..()
updateicon()
/obj/item/robot_suit/prebuilt/New()
l_arm = new(src)
r_arm = new(src)
l_leg = new(src)
r_leg = new(src)
head = new(src)
head.flash1 = new(head)
head.flash2 = new(head)
chest = new(src)
chest.wired = TRUE
chest.cell = new /obj/item/stock_parts/cell/high/plus(chest)
..()
/obj/item/robot_suit/proc/updateicon()
cut_overlays()
if(l_arm)
add_overlay("[l_arm.icon_state]+o")
if(r_arm)
add_overlay("[r_arm.icon_state]+o")
if(chest)
add_overlay("[chest.icon_state]+o")
if(l_leg)
add_overlay("[l_leg.icon_state]+o")
if(r_leg)
add_overlay("[r_leg.icon_state]+o")
if(head)
add_overlay("[head.icon_state]+o")
/obj/item/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
SSblackbox.record_feedback("amount", "cyborg_frames_built", 1)
return 1
return 0
/obj/item/robot_suit/wrench_act(mob/living/user, obj/item/I) //Deconstucts empty borg shell. Flashes remain unbroken because they haven't been used yet
var/turf/T = get_turf(src)
if(l_leg || r_leg || chest || l_arm || r_arm || head)
if(I.use_tool(src, user, 5, volume=50))
if(l_leg)
l_leg.forceMove(T)
l_leg = null
if(r_leg)
r_leg.forceMove(T)
r_leg = null
if(chest)
if (chest.cell) //Sanity check.
chest.cell.forceMove(T)
chest.cell = null
chest.forceMove(T)
new /obj/item/stack/cable_coil(T, 1)
chest.wired = FALSE
chest = null
if(l_arm)
l_arm.forceMove(T)
l_arm = null
if(r_arm)
r_arm.forceMove(T)
r_arm = null
if(head)
head.forceMove(T)
head.flash1.forceMove(T)
head.flash1 = null
head.flash2.forceMove(T)
head.flash2 = null
head = null
to_chat(user, "<span class='notice'>You disassemble the cyborg shell.</span>")
else
to_chat(user, "<span class='notice'>There is nothing to remove from the endoskeleton.</span>")
updateicon()
/obj/item/robot_suit/proc/put_in_hand_or_drop(mob/living/user, obj/item/I) //normal put_in_hands() drops the item ontop of the player, this drops it at the suit's loc
if(!user.put_in_hands(I))
I.forceMove(drop_location())
return FALSE
return TRUE
/obj/item/robot_suit/screwdriver_act(mob/living/user, obj/item/I) //Swaps the power cell if you're holding a new one in your other hand.
. = ..()
if(.)
return TRUE
if(!chest) //can't remove a cell if there's no chest to remove it from.
to_chat(user, "<span class='notice'>[src] has no attached torso.</span>")
return
var/obj/item/stock_parts/cell/temp_cell = user.is_holding_item_of_type(/obj/item/stock_parts/cell)
var/swap_failed
if(!temp_cell) //if we're not holding a cell
swap_failed = TRUE
else if(!user.transferItemToLoc(temp_cell, chest))
swap_failed = TRUE
to_chat(user, "<span class='warning'>[temp_cell] is stuck to your hand, you can't put it in [src]!</span>")
if(chest.cell) //drop the chest's current cell no matter what.
put_in_hand_or_drop(user, chest.cell)
if(swap_failed) //we didn't transfer any new items.
if(chest.cell) //old cell ejected, nothing inserted.
to_chat(user, "<span class='notice'>You remove [chest.cell] from [src].</span>")
chest.cell = null
else
to_chat(user, "<span class='notice'>The power cell slot in [src]'s torso is empty.</span>")
return
to_chat(user, "<span class='notice'>You [chest.cell ? "replace [src]'s [chest.cell.name] with [temp_cell]" : "insert [temp_cell] into [src]"].</span>")
chest.cell = temp_cell
return TRUE
/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if (M.use(1))
var/obj/item/bot_assembly/ed209/B = new
B.forceMove(drop_location())
to_chat(user, "<span class='notice'>You arm the robot frame.</span>")
var/holding_this = user.get_inactive_held_item()==src
qdel(src)
if (holding_this)
user.put_in_inactive_hand(B)
else
to_chat(user, "<span class='warning'>You need one sheet of metal to start building ED-209!</span>")
return
else if(istype(W, /obj/item/bodypart/l_leg/robot))
if(src.l_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_leg/robot))
if(src.r_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.r_leg = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/l_arm/robot))
if(src.l_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/r_arm/robot))
if(src.r_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
W.cut_overlays()
src.r_arm = W
src.updateicon()
else if(istype(W, /obj/item/bodypart/chest/robot))
var/obj/item/bodypart/chest/robot/CH = W
if(src.chest)
return
if(CH.wired && CH.cell)
if(!user.transferItemToLoc(CH, src))
return
CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
CH.cut_overlays()
src.chest = CH
src.updateicon()
else if(!CH.wired)
to_chat(user, "<span class='warning'>You need to attach wires to it first!</span>")
else
to_chat(user, "<span class='warning'>You need to attach a cell to it first!</span>")
else if(istype(W, /obj/item/bodypart/head/robot))
var/obj/item/bodypart/head/robot/HD = W
for(var/X in HD.contents)
if(istype(X, /obj/item/organ))
to_chat(user, "<span class='warning'>There are organs inside [HD]!</span>")
return
if(src.head)
return
if(HD.flash2 && HD.flash1)
if(!user.transferItemToLoc(HD, src))
return
HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
HD.cut_overlays()
src.head = HD
src.updateicon()
else
to_chat(user, "<span class='warning'>You need to attach a flash to it first!</span>")
else if (istype(W, /obj/item/multitool))
if(check_completion())
Interact(user)
else
to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
else if(istype(W, /obj/item/mmi))
var/obj/item/mmi/M = W
if(check_completion())
if(!chest.cell)
to_chat(user, "<span class='warning'>The endoskeleton still needs a power cell!</span>")
return
if(!isturf(loc))
to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
return
var/mob/living/brain/BM = M.brainmob
if(!BM.key || !BM.mind)
to_chat(user, "<span class='warning'>The MMI indicates that their mind is completely unresponsive; there's no point!</span>")
return
if(!BM.client) //braindead
to_chat(user, "<span class='warning'>The MMI indicates that their mind is currently inactive; it might change!</span>")
return
if(BM.stat == DEAD || (M.brain && M.brain.organ_flags & ORGAN_FAILING))
to_chat(user, "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>")
return
if(jobban_isbanned(BM, "Cyborg") || QDELETED(src) || QDELETED(BM) || QDELETED(user) || QDELETED(M) || !Adjacent(user))
if(!QDELETED(M))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(M.laws && M.laws.id != DEFAULT_AI_LAWID)
aisync = 0
lawsync = 0
O.laws = M.laws
M.laws.associate(O)
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.set_connected_ai(null)
else
O.notify_ai(NEW_BORG)
if(forced_ai)
O.set_connected_ai(forced_ai)
if(!lawsync)
O.lawupdate = 0
if(M.laws.id == DEFAULT_AI_LAWID)
O.make_laws()
SSticker.mode.remove_antag_for_borging(BM.mind)
if(!istype(M.laws, /datum/ai_laws/ratvar))
remove_servant_of_ratvar(BM, TRUE)
BM.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
to_chat(O, "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>")
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.forceMove(O)
chest.cell = null
W.forceMove(O)//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(O.mmi) //we delete the mmi created by robot/New()
qdel(O.mmi)
O.mmi = W //and give the real mmi to the borg.
O.updatename()
SSblackbox.record_feedback("amount", "cyborg_birth", 1)
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
else if(istype(W, /obj/item/borg/upgrade/ai))
var/obj/item/borg/upgrade/ai/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You cannot install[M], the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(M))
to_chat(user, "<span class='warning'>[M] is stuck to your hand!</span>")
return
qdel(M)
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot/shell(get_turf(src))
if(!aisync)
lawsync = FALSE
O.set_connected_ai(null)
else
if(forced_ai)
O.set_connected_ai(forced_ai)
O.notify_ai(AI_SHELL)
if(!lawsync)
O.lawupdate = FALSE
O.make_laws()
O.cell = chest.cell
chest.cell.forceMove(O)
chest.cell = null
O.locked = panel_locked
O.job = "Cyborg"
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
else if(istype(W, /obj/item/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
else
return ..()
/obj/item/robot_suit/proc/Interact(mob/user)
var/t1 = "Designation: <A href='?src=[REF(src)];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n"
t1 += "Master AI: <A href='?src=[REF(src)];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n"
t1 += "LawSync Port: <A href='?src=[REF(src)];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n"
t1 += "AI Connection Port: <A href='?src=[REF(src)];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n"
t1 += "Servo Motor Functions: <A href='?src=[REF(src)];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n"
t1 += "Panel Lock: <A href='?src=[REF(src)];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n"
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_suit/Topic(href, href_list)
if(usr.incapacitated() || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_held_item()
if(!istype(item_in_hand, /obj/item/multitool))
to_chat(living_user, "<span class='warning'>You need a multitool!</span>")
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name), TRUE)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
to_chat(usr, "<span class='error'>No active AIs detected.</span>")
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
//The robot bodyparts have been moved to code/module/surgery/bodyparts/robot_bodyparts.dm
/obj/item/robot_suit
name = "cyborg endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon = 'icons/mob/augmentation/augments.dmi'
icon_state = "robo_suit"
var/obj/item/bodypart/l_arm/robot/l_arm = null
var/obj/item/bodypart/r_arm/robot/r_arm = null
var/obj/item/bodypart/l_leg/robot/l_leg = null
var/obj/item/bodypart/r_leg/robot/r_leg = null
var/obj/item/bodypart/chest/robot/chest = null
var/obj/item/bodypart/head/robot/head = null
var/created_name = ""
var/mob/living/silicon/ai/forced_ai
var/locomotion = 1
var/lawsync = 1
var/aisync = 1
var/panel_locked = TRUE
/obj/item/robot_suit/New()
..()
update_icon()
/obj/item/robot_suit/prebuilt/New()
l_arm = new(src)
r_arm = new(src)
l_leg = new(src)
r_leg = new(src)
head = new(src)
head.flash1 = new(head)
head.flash2 = new(head)
chest = new(src)
chest.wired = TRUE
chest.cell = new /obj/item/stock_parts/cell/high/plus(chest)
..()
/obj/item/robot_suit/update_icon()
cut_overlays()
if(l_arm)
add_overlay("[l_arm.icon_state]+o")
if(r_arm)
add_overlay("[r_arm.icon_state]+o")
if(chest)
add_overlay("[chest.icon_state]+o")
if(l_leg)
add_overlay("[l_leg.icon_state]+o")
if(r_leg)
add_overlay("[r_leg.icon_state]+o")
if(head)
add_overlay("[head.icon_state]+o")
/obj/item/robot_suit/proc/check_completion()
if(src.l_arm && src.r_arm)
if(src.l_leg && src.r_leg)
if(src.chest && src.head)
SSblackbox.record_feedback("amount", "cyborg_frames_built", 1)
return 1
return 0
/obj/item/robot_suit/wrench_act(mob/living/user, obj/item/I) //Deconstucts empty borg shell. Flashes remain unbroken because they haven't been used yet
var/turf/T = get_turf(src)
if(l_leg || r_leg || chest || l_arm || r_arm || head)
if(I.use_tool(src, user, 5, volume=50))
if(l_leg)
l_leg.forceMove(T)
l_leg = null
if(r_leg)
r_leg.forceMove(T)
r_leg = null
if(chest)
if (chest.cell) //Sanity check.
chest.cell.forceMove(T)
chest.cell = null
chest.forceMove(T)
new /obj/item/stack/cable_coil(T, 1)
chest.wired = FALSE
chest = null
if(l_arm)
l_arm.forceMove(T)
l_arm = null
if(r_arm)
r_arm.forceMove(T)
r_arm = null
if(head)
head.forceMove(T)
head.flash1.forceMove(T)
head.flash1 = null
head.flash2.forceMove(T)
head.flash2 = null
head = null
to_chat(user, "<span class='notice'>You disassemble the cyborg shell.</span>")
else
to_chat(user, "<span class='notice'>There is nothing to remove from the endoskeleton.</span>")
update_icon()
/obj/item/robot_suit/proc/put_in_hand_or_drop(mob/living/user, obj/item/I) //normal put_in_hands() drops the item ontop of the player, this drops it at the suit's loc
if(!user.put_in_hands(I))
I.forceMove(drop_location())
return FALSE
return TRUE
/obj/item/robot_suit/screwdriver_act(mob/living/user, obj/item/I) //Swaps the power cell if you're holding a new one in your other hand.
. = ..()
if(.)
return TRUE
if(!chest) //can't remove a cell if there's no chest to remove it from.
to_chat(user, "<span class='notice'>[src] has no attached torso.</span>")
return
var/obj/item/stock_parts/cell/temp_cell = user.is_holding_item_of_type(/obj/item/stock_parts/cell)
var/swap_failed
if(!temp_cell) //if we're not holding a cell
swap_failed = TRUE
else if(!user.transferItemToLoc(temp_cell, chest))
swap_failed = TRUE
to_chat(user, "<span class='warning'>[temp_cell] is stuck to your hand, you can't put it in [src]!</span>")
if(chest.cell) //drop the chest's current cell no matter what.
put_in_hand_or_drop(user, chest.cell)
if(swap_failed) //we didn't transfer any new items.
if(chest.cell) //old cell ejected, nothing inserted.
to_chat(user, "<span class='notice'>You remove [chest.cell] from [src].</span>")
chest.cell = null
else
to_chat(user, "<span class='notice'>The power cell slot in [src]'s torso is empty.</span>")
return
to_chat(user, "<span class='notice'>You [chest.cell ? "replace [src]'s [chest.cell.name] with [temp_cell]" : "insert [temp_cell] into [src]"].</span>")
chest.cell = temp_cell
return TRUE
/obj/item/robot_suit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(!l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
if (M.use(1))
var/obj/item/bot_assembly/ed209/B = new
B.forceMove(drop_location())
to_chat(user, "<span class='notice'>You arm the robot frame.</span>")
var/holding_this = user.get_inactive_held_item()==src
qdel(src)
if (holding_this)
user.put_in_inactive_hand(B)
else
to_chat(user, "<span class='warning'>You need one sheet of metal to start building ED-209!</span>")
return
else if(istype(W, /obj/item/bodypart/l_leg/robot))
if(src.l_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_leg = W
update_icon()
else if(istype(W, /obj/item/bodypart/r_leg/robot))
if(src.r_leg)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.r_leg = W
update_icon()
else if(istype(W, /obj/item/bodypart/l_arm/robot))
if(src.l_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)
W.cut_overlays()
src.l_arm = W
update_icon()
else if(istype(W, /obj/item/bodypart/r_arm/robot))
if(src.r_arm)
return
if(!user.transferItemToLoc(W, src))
return
W.icon_state = initial(W.icon_state)//in case it is a dismembered robotic limb
W.cut_overlays()
src.r_arm = W
update_icon()
else if(istype(W, /obj/item/bodypart/chest/robot))
var/obj/item/bodypart/chest/robot/CH = W
if(src.chest)
return
if(CH.wired && CH.cell)
if(!user.transferItemToLoc(CH, src))
return
CH.icon_state = initial(CH.icon_state) //in case it is a dismembered robotic limb
CH.cut_overlays()
src.chest = CH
update_icon()
else if(!CH.wired)
to_chat(user, "<span class='warning'>You need to attach wires to it first!</span>")
else
to_chat(user, "<span class='warning'>You need to attach a cell to it first!</span>")
else if(istype(W, /obj/item/bodypart/head/robot))
var/obj/item/bodypart/head/robot/HD = W
for(var/X in HD.contents)
if(istype(X, /obj/item/organ))
to_chat(user, "<span class='warning'>There are organs inside [HD]!</span>")
return
if(src.head)
return
if(HD.flash2 && HD.flash1)
if(!user.transferItemToLoc(HD, src))
return
HD.icon_state = initial(HD.icon_state)//in case it is a dismembered robotic limb
HD.cut_overlays()
src.head = HD
update_icon()
else
to_chat(user, "<span class='warning'>You need to attach a flash to it first!</span>")
else if (istype(W, /obj/item/multitool))
if(check_completion())
Interact(user)
else
to_chat(user, "<span class='warning'>The endoskeleton must be assembled before debugging can begin!</span>")
else if(istype(W, /obj/item/mmi))
var/obj/item/mmi/M = W
if(check_completion())
if(!chest.cell)
to_chat(user, "<span class='warning'>The endoskeleton still needs a power cell!</span>")
return
if(!isturf(loc))
to_chat(user, "<span class='warning'>You can't put [M] in, the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!M.brainmob)
to_chat(user, "<span class='warning'>Sticking an empty [M.name] into the frame would sort of defeat the purpose!</span>")
return
var/mob/living/brain/BM = M.brainmob
if(!BM.key || !BM.mind)
to_chat(user, "<span class='warning'>The MMI indicates that their mind is completely unresponsive; there's no point!</span>")
return
if(!BM.client) //braindead
to_chat(user, "<span class='warning'>The MMI indicates that their mind is currently inactive; it might change!</span>")
return
if(BM.stat == DEAD || (M.brain && M.brain.organ_flags & ORGAN_FAILING))
to_chat(user, "<span class='warning'>Sticking a dead brain into the frame would sort of defeat the purpose!</span>")
return
if(jobban_isbanned(BM, "Cyborg") || QDELETED(src) || QDELETED(BM) || QDELETED(user) || QDELETED(M) || !Adjacent(user))
if(!QDELETED(M))
to_chat(user, "<span class='warning'>This [M.name] does not seem to fit!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot(get_turf(loc))
if(!O)
return
if(M.laws && M.laws.id != DEFAULT_AI_LAWID)
aisync = 0
lawsync = 0
O.laws = M.laws
M.laws.associate(O)
O.invisibility = 0
//Transfer debug settings to new mob
O.custom_name = created_name
O.locked = panel_locked
if(!aisync)
lawsync = 0
O.set_connected_ai(null)
else
O.notify_ai(NEW_BORG)
if(forced_ai)
O.set_connected_ai(forced_ai)
if(!lawsync)
O.lawupdate = 0
if(M.laws.id == DEFAULT_AI_LAWID)
O.make_laws()
SSticker.mode.remove_antag_for_borging(BM.mind)
if(!istype(M.laws, /datum/ai_laws/ratvar))
remove_servant_of_ratvar(BM, TRUE)
BM.mind.transfer_to(O)
if(O.mind && O.mind.special_role)
O.mind.store_memory("As a cyborg, you must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.")
to_chat(O, "<span class='userdanger'>You have been robotized!</span>")
to_chat(O, "<span class='danger'>You must obey your silicon laws and master AI above all else. Your objectives will consider you to be dead.</span>")
O.job = "Cyborg"
O.cell = chest.cell
chest.cell.forceMove(O)
chest.cell = null
W.forceMove(O)//Should fix cybros run time erroring when blown up. It got deleted before, along with the frame.
if(O.mmi) //we delete the mmi created by robot/New()
qdel(O.mmi)
O.mmi = W //and give the real mmi to the borg.
O.updatename()
SSblackbox.record_feedback("amount", "cyborg_birth", 1)
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
to_chat(user, "<span class='warning'>The MMI must go in after everything else!</span>")
else if(istype(W, /obj/item/borg/upgrade/ai))
var/obj/item/borg/upgrade/ai/M = W
if(check_completion())
if(!isturf(loc))
to_chat(user, "<span class='warning'>You cannot install[M], the frame has to be standing on the ground to be perfectly precise!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(M))
to_chat(user, "<span class='warning'>[M] is stuck to your hand!</span>")
return
qdel(M)
var/mob/living/silicon/robot/O = new /mob/living/silicon/robot/shell(get_turf(src))
if(!aisync)
lawsync = FALSE
O.set_connected_ai(null)
else
if(forced_ai)
O.set_connected_ai(forced_ai)
O.notify_ai(AI_SHELL)
if(!lawsync)
O.lawupdate = FALSE
O.make_laws()
O.cell = chest.cell
chest.cell.forceMove(O)
chest.cell = null
O.locked = panel_locked
O.job = "Cyborg"
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
else if(istype(W, /obj/item/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
else
return ..()
/obj/item/robot_suit/proc/Interact(mob/user)
var/t1 = "Designation: <A href='?src=[REF(src)];Name=1'>[(created_name ? "[created_name]" : "Default Cyborg")]</a><br>\n"
t1 += "Master AI: <A href='?src=[REF(src)];Master=1'>[(forced_ai ? "[forced_ai.name]" : "Automatic")]</a><br><br>\n"
t1 += "LawSync Port: <A href='?src=[REF(src)];Law=1'>[(lawsync ? "Open" : "Closed")]</a><br>\n"
t1 += "AI Connection Port: <A href='?src=[REF(src)];AI=1'>[(aisync ? "Open" : "Closed")]</a><br>\n"
t1 += "Servo Motor Functions: <A href='?src=[REF(src)];Loco=1'>[(locomotion ? "Unlocked" : "Locked")]</a><br>\n"
t1 += "Panel Lock: <A href='?src=[REF(src)];Panel=1'>[(panel_locked ? "Engaged" : "Disengaged")]</a><br>\n"
var/datum/browser/popup = new(user, "robotdebug", "Cyborg Boot Debug", 310, 220)
popup.set_content(t1)
popup.open()
/obj/item/robot_suit/Topic(href, href_list)
if(usr.incapacitated() || !Adjacent(usr))
return
var/mob/living/living_user = usr
var/obj/item/item_in_hand = living_user.get_active_held_item()
if(!istype(item_in_hand, /obj/item/multitool))
to_chat(living_user, "<span class='warning'>You need a multitool!</span>")
return
if(href_list["Name"])
var/new_name = reject_bad_name(input(usr, "Enter new designation. Set to blank to reset to default.", "Cyborg Debug", src.created_name), TRUE)
if(!in_range(src, usr) && src.loc != usr)
return
if(new_name)
created_name = new_name
else
created_name = ""
else if(href_list["Master"])
forced_ai = select_active_ai(usr)
if(!forced_ai)
to_chat(usr, "<span class='error'>No active AIs detected.</span>")
else if(href_list["Law"])
lawsync = !lawsync
else if(href_list["AI"])
aisync = !aisync
else if(href_list["Loco"])
locomotion = !locomotion
else if(href_list["Panel"])
panel_locked = !panel_locked
add_fingerprint(usr)
Interact(usr)
+252 -255
View File
@@ -1,255 +1,252 @@
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if(flag[1] == "!")
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
return TRUE
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if(flag[1] == "!")
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
return TRUE
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
+3 -3
View File
@@ -40,11 +40,11 @@
last_process = world.time
to_chat(user, "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>")
user.reagents.add_reagent(/datum/reagent/medicine/omnizine/godblood,20)
update_icons()
addtimer(CALLBACK(src, .proc/update_icons), time_between_uses)
update_icon()
addtimer(CALLBACK(src, /atom/.proc/update_icon), time_between_uses)
/obj/structure/healingfountain/proc/update_icons()
/obj/structure/healingfountain/update_icon()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else
+2 -2
View File
@@ -103,9 +103,9 @@
/turf/open/floor/blob_act(obj/structure/blob/B)
return
/turf/open/floor/proc/update_icon()
/turf/open/floor/update_icon()
. = ..()
update_visuals()
return 1
/turf/open/floor/attack_paw(mob/user)
return attack_hand(user)
@@ -202,15 +202,20 @@
return 1
return 0
/turf/closed/wall/r_wall/proc/update_icon()
/turf/closed/wall/r_wall/update_icon()
. = ..()
if(d_state != INTACT)
smooth = SMOOTH_FALSE
clear_smooth_overlays()
icon_state = "r_wall-[d_state]"
else
smooth = SMOOTH_TRUE
queue_smooth_neighbors(src)
queue_smooth(src)
/turf/closed/wall/r_wall/update_icon_state()
if(d_state != INTACT)
icon_state = "r_wall-[d_state]"
else
icon_state = "r_wall"
/turf/closed/wall/r_wall/singularity_pull(S, current_size)
+5 -2
View File
@@ -103,10 +103,13 @@
for(var/atom/movable/AM in src)
throw_atom(AM)
/turf/open/space/transit/proc/update_icon()
icon_state = "speedspace_ns_[get_transit_state(src)]"
/turf/open/space/transit/update_icon()
. = ..()
transform = turn(matrix(), get_transit_angle(src))
/turf/open/space/transit/update_icon_state()
icon_state = "speedspace_ns_[get_transit_state(src)]"
/proc/get_transit_state(turf/T)
var/p = 9
. = 1
+363 -363
View File
@@ -1,363 +1,363 @@
#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
crit_fail = FALSE //Is the flash burnt out?
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if (crit_fail)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but its burnt out!</span>")
return SHAME
else if (user.eye_blind)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, .proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!crit_fail)
crit_fail = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(crit_fail || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='disarm'>[src] emits a blinding light!</span>")
if(targeted)
if(M.flash_act(1, 1))
if(M.confused < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
if(user)
terrible_conversion_proc(M, user)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
var/toblur = 20 - M.eye_blurry
if(toblur > 0)
M.blur_eyes(toblur)
else if(user)
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 20, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Knockdown(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
R.confused += min(5, diff)
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/human/H, mob/user)
if(istype(H) && ishuman(user) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(H.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert [H.p_them()]!</span>")
return
if(converter.add_revolutionary(H.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/shield
name = "strobe shield"
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "flashshield"
item_state = "flashshield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
burn_out()
return FALSE
return TRUE
/obj/item/assembly/flash/shield/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/assembly/flash/handheld))
var/obj/item/assembly/flash/handheld/flash = W
if(flash.crit_fail)
to_chat(user, "No sense replacing it with a broken bulb.")
return
else
to_chat(user, "You begin to replace the bulb.")
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || QDELETED(flash))
return
crit_fail = FALSE
times_used = 0
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
update_icon()
flash.crit_fail = TRUE
flash.update_icon()
return
..()
/obj/item/assembly/flash/shield/update_icon(flash = FALSE)
icon_state = "flashshield"
item_state = "flashshield"
if(crit_fail)
icon_state = "riot"
item_state = "riot"
else if(flash)
icon_state = "flashshield_flash"
item_state = "flashshield_flash"
addtimer(CALLBACK(src, .proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
activate()
return ..()
//ported from tg - check to make sure it can't appear where it's not supposed to.
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno" //I cannot find this icon no matter how hard I look in tg, so I might just make my own.
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='disarm'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='notice'>The light makes you feel oddly relaxed...</span>")
M.confused += min(M.confused + 10, 20)
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.confused += min(M.confused + 4, 20)
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)
#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
crit_fail = FALSE //Is the flash burnt out?
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if (crit_fail)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but its burnt out!</span>")
return SHAME
else if (user.eye_blind)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!crit_fail)
crit_fail = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(crit_fail || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
flash_lighting_fx(FLASH_LIGHT_RANGE, light_power, light_color)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='disarm'>[src] emits a blinding light!</span>")
if(targeted)
if(M.flash_act(1, 1))
if(M.confused < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
if(user)
terrible_conversion_proc(M, user)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
to_chat(M, "<span class='userdanger'>You are blinded by [src]!</span>")
var/toblur = 20 - M.eye_blurry
if(toblur > 0)
M.blur_eyes(toblur)
else if(user)
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
M.confused += min(power, diff)
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 20, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Knockdown(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.confused
R.confused += min(5, diff)
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/human/H, mob/user)
if(istype(H) && ishuman(user) && H.stat != DEAD)
if(user.mind)
var/datum/antagonist/rev/head/converter = user.mind.has_antag_datum(/datum/antagonist/rev/head)
if(!converter)
return
if(!H.client)
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(H.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert [H.p_them()]!</span>")
return
if(converter.add_revolutionary(H.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/shield
name = "strobe shield"
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "flashshield"
item_state = "flashshield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
burn_out()
return FALSE
return TRUE
/obj/item/assembly/flash/shield/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/assembly/flash/handheld))
var/obj/item/assembly/flash/handheld/flash = W
if(flash.crit_fail)
to_chat(user, "No sense replacing it with a broken bulb.")
return
else
to_chat(user, "You begin to replace the bulb.")
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || QDELETED(flash))
return
crit_fail = FALSE
times_used = 0
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
update_icon()
flash.crit_fail = TRUE
flash.update_icon()
return
..()
/obj/item/assembly/flash/shield/update_icon(flash = FALSE)
icon_state = "flashshield"
item_state = "flashshield"
if(crit_fail)
icon_state = "riot"
item_state = "riot"
else if(flash)
icon_state = "flashshield_flash"
item_state = "flashshield_flash"
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
activate()
return ..()
//ported from tg - check to make sure it can't appear where it's not supposed to.
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno" //I cannot find this icon no matter how hard I look in tg, so I might just make my own.
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='disarm'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='notice'>The light makes you feel oddly relaxed...</span>")
M.confused += min(M.confused + 10, 20)
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.confused += min(M.confused + 4, 20)
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)
+1 -1
View File
@@ -29,7 +29,7 @@
name = linked_pod.name
. = ..()
/mob/living/simple_animal/pet/gondola/gondolapod/proc/update_icon()
/mob/living/simple_animal/pet/gondola/gondolapod/update_icon_state()
if(opened)
icon_state = "gondolapod_open"
else
@@ -53,7 +53,7 @@
mix_filling_color(S)
S.reagents.trans_to(src,min(S.reagents.total_volume, 15)) //limit of 15, we don't want our custom food to be completely filled by just one ingredient with large reagent volume.
foodtype |= S.foodtype
update_overlays(S)
update_snack_overlays(S)
to_chat(user, "<span class='notice'>You add the [I.name] to the [name].</span>")
update_name(S)
else
@@ -101,7 +101,7 @@
rgbcolor[4] = (customcolor[4]+ingcolor[4])/2
filling_color = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3], rgbcolor[4])
/obj/item/reagent_containers/food/snacks/customizable/update_overlays(obj/item/reagent_containers/food/snacks/S)
/obj/item/reagent_containers/food/snacks/customizable/update_snack_overlays(obj/item/reagent_containers/food/snacks/S)
var/mutable_appearance/filling = mutable_appearance(icon, "[initial(icon_state)]_filling")
if(S.filling_color == "#FFFFFF")
filling.color = pick("#FF0000","#0000FF","#008000","#FFFF00")
@@ -137,7 +137,7 @@
/obj/item/reagent_containers/food/snacks/customizable/initialize_slice(obj/item/reagent_containers/food/snacks/slice, reagents_per_slice)
..()
slice.filling_color = filling_color
slice.update_overlays(src)
slice.update_snack_overlays(src)
/obj/item/reagent_containers/food/snacks/customizable/Destroy()
+1 -1
View File
@@ -267,7 +267,7 @@ All foods are distributed among various categories. Use common sense.
trash = null
return
/obj/item/reagent_containers/food/snacks/proc/update_overlays(obj/item/reagent_containers/food/snacks/S)
/obj/item/reagent_containers/food/snacks/proc/update_snack_overlays(obj/item/reagent_containers/food/snacks/S)
cut_overlays()
var/mutable_appearance/filling = mutable_appearance(icon, "[initial(icon_state)]_filling")
if(S.filling_color == "#FFFFFF")
@@ -822,13 +822,13 @@
to_chat(user, "<span class='notice'>You add the [I] to the [name].</span>")
P.name = initial(P.name)
contents += P
update_overlays(P)
update_snack_overlays(P)
if (P.contents.len)
for(var/V in P.contents)
P = V
P.name = initial(P.name)
contents += P
update_overlays(P)
update_snack_overlays(P)
P = I
clearlist(P.contents)
return
@@ -837,7 +837,7 @@
return O.attackby(I, user, params)
..()
/obj/item/reagent_containers/food/snacks/pancakes/update_overlays(obj/item/reagent_containers/food/snacks/P)
/obj/item/reagent_containers/food/snacks/pancakes/update_snack_overlays(obj/item/reagent_containers/food/snacks/P)
var/mutable_appearance/pancake = mutable_appearance(icon, "[P.item_state]_[rand(1,3)]")
pancake.pixel_x = rand(-1,1)
pancake.pixel_y = 3 * contents.len - 1
+2 -3
View File
@@ -111,11 +111,10 @@
/turf/open/floor/holofloor/carpet/Initialize()
. = ..()
addtimer(CALLBACK(src, .proc/update_icon), 1)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 1)
/turf/open/floor/holofloor/carpet/update_icon()
if(!..())
return 0
. = ..()
if(intact)
queue_smooth(src)
+2 -1
View File
@@ -175,7 +175,8 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
* Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place.
* |- Ricotez
*/
/mob/dead/observer/proc/update_icon(new_form)
/mob/dead/observer/update_icon(new_form)
. = ..()
if(client) //We update our preferences in case they changed right before update_icon was called.
ghost_accs = client.prefs.ghost_accs
ghost_others = client.prefs.ghost_others
@@ -820,7 +820,7 @@
robot_suit.head.flash2.burn_out()
robot_suit.head.flash2 = null
robot_suit.head = null
robot_suit.updateicon()
robot_suit.update_icon()
else
new /obj/item/robot_suit(T)
new /obj/item/bodypart/l_leg/robot(T)
@@ -51,7 +51,7 @@
weapon.attack(C, src)
playsound(src, 'sound/weapons/blade1.ogg', 50, TRUE, -1)
if(C.stat == DEAD)
addtimer(CALLBACK(src, .proc/update_icon), 2)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 2)
back_to_idle()
@@ -852,7 +852,7 @@ Pass a positive integer as an argument to override a bot's default speed.
ejectpai(usr)
update_controls()
/mob/living/simple_animal/bot/proc/update_icon()
/mob/living/simple_animal/bot/update_icon_state()
icon_state = "[initial(icon_state)][on]"
// Machinery to simplify topic and access calls
@@ -49,7 +49,7 @@
/mob/living/simple_animal/bot/honkbot/proc/sensor_blink()
icon_state = "honkbot-c"
addtimer(CALLBACK(src, .proc/update_icon), 5, TIMER_OVERRIDE|TIMER_UNIQUE)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5, TIMER_OVERRIDE|TIMER_UNIQUE)
//honkbots react with sounds.
/mob/living/simple_animal/bot/honkbot/proc/react_ping()
@@ -177,7 +177,7 @@ Maintenance panel panel is [open ? "opened" : "closed"]"},
playsound(src, "honkbot_e", 50, 0)
spam_flag = TRUE // prevent spam
icon_state = "honkbot-e"
addtimer(CALLBACK(src, .proc/update_icon), 30, TIMER_OVERRIDE|TIMER_UNIQUE)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 30, TIMER_OVERRIDE|TIMER_UNIQUE)
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntimehorn)
/mob/living/simple_animal/bot/honkbot/proc/honk_attack(mob/living/carbon/C) // horn attack
@@ -252,7 +252,7 @@ Auto Patrol: []"},
var/judgement_criteria = judgement_criteria()
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
icon_state = "secbot-c"
addtimer(CALLBACK(src, .proc/update_icon), 2)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 2)
var/threat = 5
if(ishuman(C))
C.stuttering = 5
+2 -6
View File
@@ -392,14 +392,10 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
spintime -= speed
/mob/proc/update_pull_hud_icon()
if(hud_used)
if(hud_used.pull_icon)
hud_used.pull_icon.update_icon(src)
hud_used?.pull_icon?.update_icon()
/mob/proc/update_rest_hud_icon()
if(hud_used)
if(hud_used.rest_icon)
hud_used.rest_icon.update_icon(src)
hud_used?.rest_icon?.update_icon()
/mob/verb/mode()
set name = "Activate Held Object"
+1 -1
View File
@@ -27,7 +27,7 @@
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/zone_selected = null
var/zone_selected = BODY_ZONE_CHEST
var/computer_id = null
var/list/logging = list()
+408 -408
View File
@@ -1,408 +1,408 @@
/mob/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))
return TRUE
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(buckled == mover)
return TRUE
if(ismob(mover))
if (mover in buckled_mobs)
return TRUE
return (!mover.density || !density || lying || (mover.throwing && mover.throwing.thrower == src && !ismob(mover)))
//DO NOT USE THIS UNLESS YOU ABSOLUTELY HAVE TO. THIS IS BEING PHASED OUT FOR THE MOVESPEED MODIFICATION SYSTEM.
//See mob_movespeed.dm
/mob/proc/movement_delay() //update /living/movement_delay() if you change this
return cached_multiplicative_slowdown
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob) && mob.stat == CONSCIOUS)
mob.dropItemToGround(mob.get_active_held_item())
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.forceMove(get_step(mob.control_object,direct))
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay) //do not move anything ahead of this check please
return FALSE
else
next_move_dir_add = 0
next_move_dir_sub = 0
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return FALSE
if(!n || !direct)
return FALSE
if(mob.notransform)
return FALSE //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n, direct)
if(mob.stat == DEAD)
mob.ghostize()
return FALSE
if(mob.force_moving)
return FALSE
var/mob/living/L = mob //Already checked for isliving earlier
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return FALSE
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return FALSE
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return FALSE
//We are now going to move
var/add_delay = mob.movement_delay()
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * (((direct & 3) && (direct & 12)) ? 2 : 1))) // set it now in case of pulled objects
if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay
else
move_delay = world.time
var/oldloc = mob.loc
if(L.confused)
var/newdir = 0
if(L.confused > 40)
newdir = pick(GLOB.alldirs)
else if(prob(L.confused * 1.5))
newdir = angle2dir(dir2angle(direct) + pick(90, -90))
else if(prob(L.confused * 3))
newdir = angle2dir(dir2angle(direct) + pick(45, -45))
if(newdir)
direct = newdir
n = get_step(L, direct)
. = ..()
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
add_delay *= 1.66
move_delay += add_delay
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
if(.) // If mob is null here, we deserve the runtime
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob.user_movement_hooks)
O.intercept_user_move(direct, mob, n, oldloc)
var/atom/movable/P = mob.pulling
if(P && !ismob(P) && P.density)
mob.setDir(turn(mob.dir, 180))
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return TRUE
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
return TRUE
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(INCORPOREAL_MOVE_BASIC)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_SHADOW)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
var/target = locate(locx,locy,mobloc.z)
if(target)
L.loc = target
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
if(stepTurf)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags_1 & NOJAUNT_1)
to_chat(L, "<span class='warning'>Some strange aura is blocking the way.</span>")
return
if (locate(/obj/effect/blessing, stepTurf))
to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
return
L.forceMove(stepTurf)
L.setDir(direct)
return TRUE
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///return TRUE for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(spacewalk || ..())
return TRUE
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
return TRUE
return FALSE
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled)
continue
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return FALSE
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if(BODY_ZONE_HEAD)
next_in_line = BODY_ZONE_PRECISE_EYES
if(BODY_ZONE_PRECISE_EYES)
next_in_line = BODY_ZONE_PRECISE_MOUTH
else
next_in_line = BODY_ZONE_HEAD
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_CHEST, mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent(usr)
/mob/proc/toggle_move_intent(mob/user)
if(m_intent == MOVE_INTENT_RUN)
m_intent = MOVE_INTENT_WALK
else
if (HAS_TRAIT(src,TRAIT_NORUNNING)) // FULPSTATION 7/10/19 So you can't run during fortitude.
to_chat(src, "You find yourself unable to run.")
return FALSE
m_intent = MOVE_INTENT_RUN
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon(src)
/mob/verb/up()
set name = "Move Upwards"
set category = "IC"
if(zMove(UP, TRUE))
to_chat(src, "<span class='notice'>You move upwards.</span>")
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN, TRUE))
to_chat(src, "<span class='notice'>You move down.</span>")
/mob/proc/zMove(dir, feedback = FALSE)
if(dir != UP && dir != DOWN)
return FALSE
var/turf/target = get_step_multiz(src, dir)
if(!target)
if(feedback)
to_chat(src, "<span class='warning'>There's nothing in that direction!</span>")
return FALSE
if(!canZMove(dir, target))
if(feedback)
to_chat(src, "<span class='warning'>You couldn't move there!</span>")
return FALSE
forceMove(target)
return TRUE
/mob/proc/canZMove(direction, turf/target)
return FALSE
/mob/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))
return TRUE
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || lying)
if(buckled == mover)
return TRUE
if(ismob(mover))
if (mover in buckled_mobs)
return TRUE
return (!mover.density || !density || lying || (mover.throwing && mover.throwing.thrower == src && !ismob(mover)))
//DO NOT USE THIS UNLESS YOU ABSOLUTELY HAVE TO. THIS IS BEING PHASED OUT FOR THE MOVESPEED MODIFICATION SYSTEM.
//See mob_movespeed.dm
/mob/proc/movement_delay() //update /living/movement_delay() if you change this
return cached_multiplicative_slowdown
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob) && mob.stat == CONSCIOUS)
mob.dropItemToGround(mob.get_active_held_item())
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.forceMove(get_step(mob.control_object,direct))
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay) //do not move anything ahead of this check please
return FALSE
else
next_move_dir_add = 0
next_move_dir_sub = 0
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return FALSE
if(!n || !direct)
return FALSE
if(mob.notransform)
return FALSE //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n, direct)
if(mob.stat == DEAD)
mob.ghostize()
return FALSE
if(mob.force_moving)
return FALSE
var/mob/living/L = mob //Already checked for isliving earlier
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return FALSE
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!mob.canmove)
return FALSE
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return FALSE
//We are now going to move
var/add_delay = mob.movement_delay()
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay * (((direct & 3) && (direct & 12)) ? 2 : 1))) // set it now in case of pulled objects
if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay
else
move_delay = world.time
var/oldloc = mob.loc
if(L.confused)
var/newdir = 0
if(L.confused > 40)
newdir = pick(GLOB.alldirs)
else if(prob(L.confused * 1.5))
newdir = angle2dir(dir2angle(direct) + pick(90, -90))
else if(prob(L.confused * 3))
newdir = angle2dir(dir2angle(direct) + pick(45, -45))
if(newdir)
direct = newdir
n = get_step(L, direct)
. = ..()
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
add_delay *= 1.66
move_delay += add_delay
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
if(.) // If mob is null here, we deserve the runtime
if(mob.throwing)
mob.throwing.finalize(FALSE)
for(var/obj/O in mob.user_movement_hooks)
O.intercept_user_move(direct, mob, n, oldloc)
var/atom/movable/P = mob.pulling
if(P && !ismob(P) && P.density)
mob.setDir(turn(mob.dir, 180))
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return TRUE
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
return TRUE
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(INCORPOREAL_MOVE_BASIC)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_SHADOW)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
var/target = locate(locx,locy,mobloc.z)
if(target)
L.loc = target
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
if(stepTurf)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags_1 & NOJAUNT_1)
to_chat(L, "<span class='warning'>Some strange aura is blocking the way.</span>")
return
if (locate(/obj/effect/blessing, stepTurf))
to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
return
L.forceMove(stepTurf)
L.setDir(direct)
return TRUE
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///return TRUE for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(spacewalk || ..())
return TRUE
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
return TRUE
return FALSE
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled)
continue
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return FALSE
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if(BODY_ZONE_HEAD)
next_in_line = BODY_ZONE_PRECISE_EYES
if(BODY_ZONE_PRECISE_EYES)
next_in_line = BODY_ZONE_PRECISE_MOUTH
else
next_in_line = BODY_ZONE_HEAD
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_CHEST, mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent(usr)
/mob/proc/toggle_move_intent(mob/user)
if(m_intent == MOVE_INTENT_RUN)
m_intent = MOVE_INTENT_WALK
else
if (HAS_TRAIT(src,TRAIT_NORUNNING)) // FULPSTATION 7/10/19 So you can't run during fortitude.
to_chat(src, "You find yourself unable to run.")
return FALSE
m_intent = MOVE_INTENT_RUN
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon()
/mob/verb/up()
set name = "Move Upwards"
set category = "IC"
if(zMove(UP, TRUE))
to_chat(src, "<span class='notice'>You move upwards.</span>")
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN, TRUE))
to_chat(src, "<span class='notice'>You move down.</span>")
/mob/proc/zMove(dir, feedback = FALSE)
if(dir != UP && dir != DOWN)
return FALSE
var/turf/target = get_step_multiz(src, dir)
if(!target)
if(feedback)
to_chat(src, "<span class='warning'>There's nothing in that direction!</span>")
return FALSE
if(!canZMove(dir, target))
if(feedback)
to_chat(src, "<span class='warning'>You couldn't move there!</span>")
return FALSE
forceMove(target)
return TRUE
/mob/proc/canZMove(direction, turf/target)
return FALSE
+231 -231
View File
@@ -1,231 +1,231 @@
// stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 60 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_power, (stored_power*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'icons/obj/singularity.dmi'
icon_state = "ca"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
circuit = /obj/item/circuitboard/machine/rad_collector
var/obj/item/tank/internals/plasma/loaded_tank = null
var/stored_power = 0
var/active = 0
var/locked = FALSE
var/drainratio = 1
var/powerproduction_drain = 0.001
var/bitcoinproduction_drain = 0.15
var/bitcoinmining = FALSE
rad_insulation = RAD_EXTREME_INSULATION
/obj/machinery/power/rad_collector/anchored
anchored = TRUE
/obj/machinery/power/rad_collector/Destroy()
return ..()
/obj/machinery/power/rad_collector/process()
if(!loaded_tank)
return
if(!bitcoinmining)
if(!loaded_tank.air_contents.gases[/datum/gas/plasma])
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = min(powerproduction_drain*drainratio,loaded_tank.air_contents.gases[/datum/gas/plasma])
loaded_tank.air_contents.gases[/datum/gas/plasma] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/tritium] += gasdrained
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/power_produced = RAD_COLLECTOR_OUTPUT
add_avail(power_produced)
stored_power-=power_produced
else if(is_station_level(z) && SSresearch.science_tech)
if(!loaded_tank.air_contents.gases[/datum/gas/tritium] || !loaded_tank.air_contents.gases[/datum/gas/oxygen])
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = bitcoinproduction_drain*drainratio
loaded_tank.air_contents.gases[/datum/gas/tritium] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/oxygen] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/carbon_dioxide] += gasdrained*2
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/bitcoins_mined = RAD_COLLECTOR_OUTPUT
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, bitcoins_mined*RAD_COLLECTOR_MINING_CONVERSION_RATE)
stored_power-=bitcoins_mined
/obj/machinery/power/rad_collector/interact(mob/user)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases[/datum/gas/plasma]
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
if(loaded_tank)
if(!silent)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor first!</span>")
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>Close the maintenance panel first!</span>")
return TRUE
if(!user.transferItemToLoc(W, src))
return
loaded_tank = W
update_icons()
else if(W.GetID())
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return TRUE
else
return ..()
/obj/machinery/power/rad_collector/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/rad_collector/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
else
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
return TRUE
/obj/machinery/power/rad_collector/crowbar_act(mob/living/user, obj/item/I)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
/obj/machinery/power/rad_collector/multitool_act(mob/living/user, obj/item/I)
if(!is_station_level(z) && !SSresearch.science_tech)
to_chat(user, "<span class='warning'>[src] isn't linked to a research system!</span>")
return TRUE
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return TRUE
if(active)
to_chat(user, "<span class='warning'>[src] is currently active, producing [bitcoinmining ? "research points":"power"].</span>")
return TRUE
bitcoinmining = !bitcoinmining
to_chat(user, "<span class='warning'>You [bitcoinmining ? "enable":"disable"] the research point production feature of [src].</span>")
return TRUE
/obj/machinery/power/rad_collector/analyzer_act(mob/living/user, obj/item/I)
if(loaded_tank)
loaded_tank.analyzer_act(user, I)
/obj/machinery/power/rad_collector/examine(mob/user)
. = ..()
if(active)
if(!bitcoinmining)
. += "<span class='notice'>[src]'s display states that it has stored <b>[DisplayPower(stored_power)]</b>, and is processing <b>[DisplayPower((RAD_COLLECTOR_OUTPUT)*((60 SECONDS)/SSmachines.wait))]</b> per minute. <br>The <b>plasma</b> within it's tank is being irradiated into <b>tritium</b>.</span>"
else
. += "<span class='notice'>[src]'s display states that it's producing a total of <b>[(stored_power*RAD_COLLECTOR_MINING_CONVERSION_RATE)*((60 SECONDS)/SSmachines.wait)]</b> research points per minute. <br>The <b>tritium</b> and <b>oxygen</b> within it's tank is being combusted into <b>carbon dioxide</b>.</span>"
else
if(!bitcoinmining)
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Power production mode. Please insert <b>Plasma</b>. Use a multitool to change production modes.\"</span>"
else
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Research point production mode. Please insert <b>Tritium</b> and <b>Oxygen</b>. Use a multitool to change production modes.\"</span>"
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = FALSE
var/obj/item/tank/internals/plasma/Z = src.loaded_tank
if (!Z)
return
Z.forceMove(drop_location())
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.loaded_tank = null
if(active)
toggle_power()
else
update_icons()
/obj/machinery/power/rad_collector/rad_act(pulse_strength)
. = ..()
if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_EFFICIENCY)
stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
/obj/machinery/power/rad_collector/proc/update_icons()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
update_icons()
return
#undef RAD_COLLECTOR_EFFICIENCY
#undef RAD_COLLECTOR_COEFFICIENT
#undef RAD_COLLECTOR_STORED_OUT
#undef RAD_COLLECTOR_MINING_CONVERSION_RATE
#undef RAD_COLLECTOR_OUTPUT
// stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
#define RAD_COLLECTOR_EFFICIENCY 60 // radiation needs to be over this amount to get power
#define RAD_COLLECTOR_COEFFICIENT 100
#define RAD_COLLECTOR_STORED_OUT 0.04 // (this*100)% of stored power outputted per tick. Doesn't actualy change output total, lower numbers just means collectors output for longer in absence of a source
#define RAD_COLLECTOR_MINING_CONVERSION_RATE 0.00001 //This is gonna need a lot of tweaking to get right. This is the number used to calculate the conversion of watts to research points per process()
#define RAD_COLLECTOR_OUTPUT min(stored_power, (stored_power*RAD_COLLECTOR_STORED_OUT)+1000) //Produces at least 1000 watts if it has more than that stored
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'icons/obj/singularity.dmi'
icon_state = "ca"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// use_power = NO_POWER_USE
max_integrity = 350
integrity_failure = 80
circuit = /obj/item/circuitboard/machine/rad_collector
var/obj/item/tank/internals/plasma/loaded_tank = null
var/stored_power = 0
var/active = 0
var/locked = FALSE
var/drainratio = 1
var/powerproduction_drain = 0.001
var/bitcoinproduction_drain = 0.15
var/bitcoinmining = FALSE
rad_insulation = RAD_EXTREME_INSULATION
/obj/machinery/power/rad_collector/anchored
anchored = TRUE
/obj/machinery/power/rad_collector/Destroy()
return ..()
/obj/machinery/power/rad_collector/process()
if(!loaded_tank)
return
if(!bitcoinmining)
if(!loaded_tank.air_contents.gases[/datum/gas/plasma])
investigate_log("<font color='red'>out of fuel</font>.", INVESTIGATE_SINGULO)
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = min(powerproduction_drain*drainratio,loaded_tank.air_contents.gases[/datum/gas/plasma])
loaded_tank.air_contents.gases[/datum/gas/plasma] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/tritium] += gasdrained
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/power_produced = RAD_COLLECTOR_OUTPUT
add_avail(power_produced)
stored_power-=power_produced
else if(is_station_level(z) && SSresearch.science_tech)
if(!loaded_tank.air_contents.gases[/datum/gas/tritium] || !loaded_tank.air_contents.gases[/datum/gas/oxygen])
playsound(src, 'sound/machines/ding.ogg', 50, 1)
eject()
else
var/gasdrained = bitcoinproduction_drain*drainratio
loaded_tank.air_contents.gases[/datum/gas/tritium] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/oxygen] -= gasdrained
loaded_tank.air_contents.gases[/datum/gas/carbon_dioxide] += gasdrained*2
GAS_GARBAGE_COLLECT(loaded_tank.air_contents.gases)
var/bitcoins_mined = RAD_COLLECTOR_OUTPUT
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, bitcoins_mined*RAD_COLLECTOR_MINING_CONVERSION_RATE)
stored_power-=bitcoins_mined
/obj/machinery/power/rad_collector/interact(mob/user)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"<span class='notice'>You turn the [src.name] [active? "on":"off"].</span>")
var/fuel
if(loaded_tank)
fuel = loaded_tank.air_contents.gases[/datum/gas/plasma]
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"<font color='red'>It is empty</font>"].", INVESTIGATE_SINGULO)
return
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
/obj/machinery/power/rad_collector/can_be_unfasten_wrench(mob/user, silent)
if(loaded_tank)
if(!silent)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/rad_collector/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank/internals/plasma))
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be secured to the floor first!</span>")
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>There's already a plasma tank loaded!</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>Close the maintenance panel first!</span>")
return TRUE
if(!user.transferItemToLoc(W, src))
return
loaded_tank = W
update_icon()
else if(W.GetID())
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is active!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return TRUE
else
return ..()
/obj/machinery/power/rad_collector/wrench_act(mob/living/user, obj/item/I)
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/power/rad_collector/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
if(loaded_tank)
to_chat(user, "<span class='warning'>Remove the plasma tank first!</span>")
else
default_deconstruction_screwdriver(user, icon_state, icon_state, I)
return TRUE
/obj/machinery/power/rad_collector/crowbar_act(mob/living/user, obj/item/I)
if(loaded_tank)
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return TRUE
eject()
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
to_chat(user, "<span class='warning'>There isn't a tank loaded!</span>")
return TRUE
/obj/machinery/power/rad_collector/multitool_act(mob/living/user, obj/item/I)
if(!is_station_level(z) && !SSresearch.science_tech)
to_chat(user, "<span class='warning'>[src] isn't linked to a research system!</span>")
return TRUE
if(locked)
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return TRUE
if(active)
to_chat(user, "<span class='warning'>[src] is currently active, producing [bitcoinmining ? "research points":"power"].</span>")
return TRUE
bitcoinmining = !bitcoinmining
to_chat(user, "<span class='warning'>You [bitcoinmining ? "enable":"disable"] the research point production feature of [src].</span>")
return TRUE
/obj/machinery/power/rad_collector/analyzer_act(mob/living/user, obj/item/I)
if(loaded_tank)
loaded_tank.analyzer_act(user, I)
/obj/machinery/power/rad_collector/examine(mob/user)
. = ..()
if(active)
if(!bitcoinmining)
. += "<span class='notice'>[src]'s display states that it has stored <b>[DisplayPower(stored_power)]</b>, and is processing <b>[DisplayPower((RAD_COLLECTOR_OUTPUT)*((60 SECONDS)/SSmachines.wait))]</b> per minute. <br>The <b>plasma</b> within it's tank is being irradiated into <b>tritium</b>.</span>"
else
. += "<span class='notice'>[src]'s display states that it's producing a total of <b>[(stored_power*RAD_COLLECTOR_MINING_CONVERSION_RATE)*((60 SECONDS)/SSmachines.wait)]</b> research points per minute. <br>The <b>tritium</b> and <b>oxygen</b> within it's tank is being combusted into <b>carbon dioxide</b>.</span>"
else
if(!bitcoinmining)
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Power production mode. Please insert <b>Plasma</b>. Use a multitool to change production modes.\"</span>"
else
. += "<span class='notice'><b>[src]'s display displays the words:</b> \"Research point production mode. Please insert <b>Tritium</b> and <b>Oxygen</b>. Use a multitool to change production modes.\"</span>"
/obj/machinery/power/rad_collector/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
eject()
stat |= BROKEN
/obj/machinery/power/rad_collector/proc/eject()
locked = FALSE
var/obj/item/tank/internals/plasma/Z = src.loaded_tank
if (!Z)
return
Z.forceMove(drop_location())
Z.layer = initial(Z.layer)
Z.plane = initial(Z.plane)
src.loaded_tank = null
if(active)
toggle_power()
else
update_icon()
/obj/machinery/power/rad_collector/rad_act(pulse_strength)
. = ..()
if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_EFFICIENCY)
stored_power += (pulse_strength-RAD_COLLECTOR_EFFICIENCY)*RAD_COLLECTOR_COEFFICIENT
/obj/machinery/power/rad_collector/update_icon()
cut_overlays()
if(loaded_tank)
add_overlay("ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
add_overlay("on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
update_icon()
return
#undef RAD_COLLECTOR_EFFICIENCY
#undef RAD_COLLECTOR_COEFFICIENT
#undef RAD_COLLECTOR_STORED_OUT
#undef RAD_COLLECTOR_MINING_CONVERSION_RATE
#undef RAD_COLLECTOR_OUTPUT