Emitter stacking fix (#15379)

* General stuff

Also emitter panel icons

* The actual reason for this PR

Co-Authored-By: Ryal <6993506+warior4356@users.noreply.github.com>

* Actually do need this

* Review 1

* Turf not loc

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

Co-authored-by: Ryal <6993506+warior4356@users.noreply.github.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
This commit is contained in:
SabreML
2021-03-28 12:31:33 +01:00
committed by GitHub
co-authored by Ryal AffectedArc07
parent 791ef19e64
commit 1e7a14dd9e
2 changed files with 181 additions and 154 deletions
+181 -154
View File
@@ -1,25 +1,38 @@
#define EMITTER_NEEDS_WRENCH 0
#define EMITTER_NEEDS_WELDER 1
#define EMITTER_WELDED 2
/obj/machinery/power/emitter
name = "Emitter"
name = "emitter"
desc = "A heavy duty industrial laser"
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = 0
density = 1
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
use_power = NO_POWER_USE
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
/// Is the emitter turned on
var/active = FALSE
/// Is the emitter powered
var/powered = FALSE
/// Delay between each emitter shot (In deciseconds)
var/fire_delay = 100
/// Maximum delay between each emitter shot
var/maximum_fire_delay = 100
/// Minimum delay between each emitter shot
var/minimum_fire_delay = 20
/// When was the last emitter shot
var/last_shot = 0
/// How many shots have been fired
var/shot_number = 0
var/state = 0
var/locked = 0
/// Construction state
var/state = EMITTER_NEEDS_WRENCH
/// Locked by an ID card
var/locked = FALSE
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
@@ -32,12 +45,17 @@
component_parts += new /obj/item/stock_parts/micro_laser(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
RefreshParts()
if(state == 2 && anchored)
if(state == EMITTER_WELDED && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, 1, src)
/obj/machinery/power/emitter/examine(mob/user)
. = ..()
if(panel_open)
. += "<span class='notice'>The maintenance panel is open.</span>"
/obj/machinery/power/emitter/RefreshParts()
var/max_firedelay = 120
var/firedelay = 120
@@ -59,11 +77,10 @@
set category = "Object"
set src in oview(1)
if(src.anchored || usr:stat)
if(anchored)
to_chat(usr, "It is fastened to the floor!")
return 0
src.dir = turn(src.dir, 90)
return 1
return
dir = turn(dir, 90)
/obj/machinery/power/emitter/AltClick(mob/user)
if(user.incapacitated())
@@ -87,46 +104,49 @@
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(state == 2)
if(!powernet)
to_chat(user, "The emitter isn't connected to a wire.")
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
to_chat(user, "You turn off the [src].")
message_admins("Emitter turned off by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned off by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='red'>off</font> by [key_name(usr)]","singulo")
else
src.active = 1
to_chat(user, "You turn on the [src].")
src.shot_number = 0
src.fire_delay = maximum_fire_delay
message_admins("Emitter turned on by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned on by [key_name(user)] in [x], [y], [z]")
investigate_log("turned <font color='green'>on</font> by [key_name(usr)]","singulo")
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
/obj/machinery/power/emitter/emag_act(mob/living/user)
if(!emagged)
locked = FALSE
emagged = TRUE
if(user)
user.visible_message("<span class='warning'>[user] shorts out the lock on [src].</span>",
"<span class='warning'>You short out the lock on [src].</span>")
/obj/machinery/power/emitter/attack_hand(mob/user)
add_fingerprint(user)
if(state != EMITTER_WELDED)
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first.</span>")
return TRUE
if(!powernet)
to_chat(user, "<span class='warning'>The emitter isn't connected to a wire.</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>The maintenance panel needs to be closed!</span>")
return
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
var/toggle
if(active)
active = FALSE
toggle = "off"
shot_number = 0
fire_delay = maximum_fire_delay
investigate_log("turned <font color='red'>off</font> by [key_name(user)]", "singulo")
else
to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first.</span>")
return 1
active = TRUE
toggle = "on"
investigate_log("turned <font color='green'>on</font> by [key_name(user)]", "singulo")
/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = IDLE_POWER_USE */
return 1
to_chat(user, "You turn [src] [toggle].")
message_admins("Emitter turned [toggle] by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Emitter turned [toggle] by [key_name(user)] in [x], [y], [z]")
update_icon()
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = 0
state = EMITTER_NEEDS_WRENCH
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
@@ -134,30 +154,120 @@
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/power/emitter/process()
if(stat & (BROKEN))
/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id) || istype(I, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken.</span>")
return
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>The controls are now [locked ? "locked" : "unlocked"].</span>")
else
locked = FALSE //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when [src] is online!</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
if(exchange_parts(user, I))
return
return ..()
/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='warning'>Turn off [src] first!</span>")
return
if(state == EMITTER_WELDED)
to_chat(user, "<span class='warning'>[src] needs to be unwelded from the floor!</span>")
return
if(state == EMITTER_NEEDS_WRENCH)
for(var/obj/machinery/power/emitter/E in get_turf(src))
if(E.anchored)
to_chat(user, "<span class='warning'>There is already an emitter here!</span>")
return
state = EMITTER_NEEDS_WELDER
anchored = TRUE
user.visible_message("<span class='notice'>[user] secures [src] to the floor.</span>",
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>",
"<span class='notice'>You hear a ratchet.</span>")
else
state = EMITTER_NEEDS_WRENCH
anchored = FALSE
user.visible_message("<span class='notice'>[user] unsecures [src] reinforcing bolts from the floor.</span>",
"<span class='notice'>You undo the external reinforcing bolts.</span>",
"<span class='notice'>You hear a ratchet.</span>")
playsound(src, I.usesound, I.tool_volume, TRUE)
/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='warning'>[src] needs to be disabled first!</span>")
return
default_deconstruction_screwdriver(user, "emitter_open", "emitter", I)
/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
default_deconstruction_crowbar(user, I)
/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
return
if(state == EMITTER_NEEDS_WRENCH)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
return
if(!I.tool_use_check(user, 0))
return
if(state == EMITTER_NEEDS_WELDER)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == EMITTER_WELDED)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
if(state == EMITTER_NEEDS_WELDER)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
connect_to_network()
state = EMITTER_WELDED
else if(state == EMITTER_WELDED)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
disconnect_from_network()
state = EMITTER_NEEDS_WELDER
/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
return TRUE
/obj/machinery/power/emitter/process()
if((stat & BROKEN) || !active)
return
if(state != EMITTER_WELDED || (!powernet && active_power_usage))
active = FALSE
update_icon()
return
if(active == TRUE)
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
if(!check_delay())
return FALSE
fire_beam()
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = TRUE
update_icon()
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = FALSE
update_icon()
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
if(!check_delay())
return FALSE
fire_beam()
/obj/machinery/power/emitter/proc/check_delay()
if((last_shot + fire_delay) <= world.time)
@@ -198,7 +308,7 @@
last_shot = world.time
if(shot_number < 3)
fire_delay = 20
shot_number ++
shot_number++
else
fire_delay = rand(minimum_fire_delay, maximum_fire_delay)
shot_number = 0
@@ -208,89 +318,6 @@
P.fire()
return P
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/multitool))
update_multitool_menu(user)
return 1
if(istype(W, /obj/item/wrench))
if(active)
to_chat(user, "Turn off the [src] first.")
return
switch(state)
if(0)
state = 1
playsound(src.loc, W.usesound, 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc,W.usesound, 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
to_chat(user, "<span class='warning'>The [src.name] needs to be unwelded from the floor.</span>")
return
if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken</span>")
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when the [src] is online</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
return
if(exchange_parts(user, W))
return
if(default_deconstruction_crowbar(user, W))
return
return ..()
/obj/machinery/power/emitter/emag_act(mob/living/user as mob)
if(!emagged)
locked = 0
emagged = 1
if(user)
user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
if(active)
to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
return
if(state == 0)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(state == 1)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == 2)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
if(state == 1)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
connect_to_network()
state = 2
else if(state == 2)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
disconnect_from_network()
state = 1
#undef EMITTER_NEEDS_WRENCH
#undef EMITTER_NEEDS_WELDER
#undef EMITTER_WELDED