/obj/item/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" inhand_icon_state = "assembly" flags = CONDUCT throwforce = 5 w_class = WEIGHT_CLASS_SMALL throw_speed = 3 throw_range = 10 var/secured = FALSE var/obj/item/assembly/a_left = null var/obj/item/assembly/a_right = null /obj/item/assembly_holder/IsAssemblyHolder() return TRUE /obj/item/assembly_holder/Destroy() if(a_left) a_left.holder = null if(a_right) a_right.holder = null return ..() /obj/item/assembly_holder/proc/attach(obj/item/D, obj/item/D2, mob/user) if(!D || !D2) return FALSE if(!isassembly(D) || !isassembly(D2)) return FALSE var/obj/item/assembly/A1 = D var/obj/item/assembly/A2 = D2 if(A1.secured || A2.secured) return FALSE if(!A1.remove_item_from_storage(src)) if(user) user.transfer_item_to(A1, src) else A1.forceMove(src) if(!A2.remove_item_from_storage(src)) if(user) user.transfer_item_to(A2, src) else A2.forceMove(src) A1.holder = src A2.holder = src a_left = A1 a_right = A2 name = "[A1.name]-[A2.name] assembly" update_icon(UPDATE_OVERLAYS) A1.on_attach() A2.on_attach() return TRUE /obj/item/assembly_holder/update_overlays() . = ..() if(a_left) . += "[a_left.icon_state]_left" for(var/O in a_left.attached_overlays) . += "[O]_l" if(a_right) . += "[a_right.icon_state]_right" for(var/O in a_right.attached_overlays) . += "[O]_r" if(master) master.update_icon() /obj/item/assembly_holder/examine(mob/user) . = ..() if(in_range(src, user) || loc == user) if(secured) . += "[src] is ready!" else . += "[src] can be attached!" /obj/item/assembly_holder/HasProximity(atom/movable/AM) if(a_left) a_left.HasProximity(AM) if(a_right) a_right.HasProximity(AM) // TODO: All these assemblies passing the crossed args around needs to be cleaned up with signals /obj/item/assembly_holder/proc/on_atom_entered(datum/source, atom/movable/entered) if(a_left) a_left.on_atom_entered(source, entered) if(a_right) a_right.on_atom_entered(source, entered) /obj/item/assembly_holder/on_found(mob/finder) if(a_left) a_left.on_found(finder) if(a_right) a_right.on_found(finder) /obj/item/assembly_holder/hear_talk(mob/living/M, list/message_pieces) if(a_left) a_left.hear_talk(M, message_pieces) if(a_right) a_right.hear_talk(M, message_pieces) /obj/item/assembly_holder/hear_message(mob/living/M, msg) if(a_left) a_left.hear_message(M, msg) if(a_right) a_right.hear_message(M, msg) /obj/item/assembly_holder/proc/process_movement() // infrared beams and prox sensors if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() /obj/item/assembly_holder/Move() . = ..() process_movement() return /obj/item/assembly_holder/pickup() . = ..() process_movement() /obj/item/assembly_holder/Bump() ..() process_movement() /obj/item/assembly_holder/throw_impact() // called when a throw stops ..() process_movement() /obj/item/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() ..() return /obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/I) if(!a_left || !a_right) to_chat(user, SPAN_WARNING("BUG:Assembly part missing, please report this!")) return . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return a_left.toggle_secure() a_right.toggle_secure() secured = !secured if(secured) to_chat(user, SPAN_NOTICE("[src] is ready!")) else to_chat(user, SPAN_NOTICE("[src] can now be taken apart!")) update_icon() /obj/item/assembly_holder/attack_self__legacy__attackchain(mob/user) add_fingerprint(user) if(secured) if(!a_left || !a_right) to_chat(user, SPAN_WARNING("Assembly part missing!")) return if(istype(a_left, a_right.type)) // If they are the same type it causes issues due to window code switch(tgui_alert(user, "Which side would you like to use?", "Choose", list("Left", "Right"))) if("Left") a_left.activate_self(user) if("Right") a_right.activate_self(user) return else a_left.activate_self(user) a_right.activate_self(user) else var/turf/T = get_turf(src) if(!T) return FALSE user.unequip(src, force = TRUE) if(a_left) a_left.on_detach() user.put_in_active_hand(a_left) if(a_right) // Right object is the secondary item, hence put in inactive hand a_right.on_detach() user.put_in_inactive_hand(a_right) qdel(src) /obj/item/assembly_holder/proc/process_activation(obj/D, normal = TRUE, special = TRUE) if(!D) return FALSE if(normal && a_right && a_left) if(a_right != D) a_right.pulsed(0) if(a_left && a_left != D) // the right pools might have sent us boom, so `a_left` can be null here a_left.pulsed(0) return TRUE