/obj/item/device/assembly name = "assembly" desc = "A small electronic device that should never exist." icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "" flags = CONDUCT w_class = 2 materials = list(MAT_METAL=100) throwforce = 2 throw_speed = 3 throw_range = 10 origin_tech = "magnets=1" var/bomb_name = "bomb" // used for naming bombs / mines var/secured = 1 var/list/attached_overlays = null var/obj/item/device/assembly_holder/holder = null var/cooldown = 0//To prevent spam var/wires = WIRE_RECEIVE | WIRE_PULSE var/datum/wires/connected = null // currently only used by timer/signaler var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate() var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate() var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message proc/activate() //What the device does when turned on return proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs return proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct return proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here return proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another return proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var return proc/holder_movement() //Called when the holder is moved return proc/describe() // Called by grenades to describe the state of the trigger (time left, etc) return "The trigger assembly looks broken!" interact(mob/user as mob) //Called when attack_self is called return process_cooldown() cooldown-- if(cooldown <= 0) return 0 spawn(10) process_cooldown() return 1 Destroy() if(istype(src.loc, /obj/item/device/assembly_holder) || istype(holder)) var/obj/item/device/assembly_holder/A = src.loc if(A.a_left == src) A.a_left = null else if(A.a_right == src) A.a_right = null src.holder = null return ..() pulsed(var/radio = 0) if(holder && (wires & WIRE_RECEIVE)) activate() if(radio && (wires & WIRE_RADIO_RECEIVE)) activate() return 1 pulse(var/radio = 0) if(holder && (wires & WIRE_PULSE)) holder.process_activation(src, 1, 0) if(holder && (wires & WIRE_PULSE_SPECIAL)) holder.process_activation(src, 0, 1) // if(connected && (wires & WIRE_PULSE)) // connected.Pulse(src) // if(radio && (wires & WIRE_RADIO_PULSE)) //Not sure what goes here quite yet send signal? if(istype(loc,/obj/item/weapon/grenade)) // This is a hack. Todo: Manage this better -Sayu var/obj/item/weapon/grenade/G = loc G.prime() // Adios, muchachos return 1 activate() if(!secured || (cooldown > 0)) return 0 cooldown = 2 spawn(10) process_cooldown() return 1 toggle_secure() secured = !secured update_icon() return secured attach_assembly(var/obj/item/device/assembly/A, var/mob/user) holder = new/obj/item/device/assembly_holder(get_turf(src)) if(holder.attach(A,src,user)) to_chat(user, "\blue You attach \the [A] to \the [src]!") return 1 return 0 attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(isassembly(W)) var/obj/item/device/assembly/A = W if((!A.secured) && (!secured)) attach_assembly(A,user) return if(istype(W, /obj/item/weapon/screwdriver)) if(toggle_secure()) to_chat(user, "\blue \The [src] is ready!") else to_chat(user, "\blue \The [src] can now be attached!") return ..() return process() processing_objects.Remove(src) return examine(mob/user) ..(user) if((in_range(src, user) || loc == user)) if(secured) to_chat(user, "\The [src] is ready!") else to_chat(user, "\The [src] can be attached!") attack_self(mob/user as mob) if(!user) return 0 user.set_machine(src) interact(user) return 1 interact(mob/user as mob) return //HTML MENU FOR WIRES GOES HERE /* var/small_icon_state = null//If this obj will go inside the assembly use this for icons var/list/small_icon_state_overlays = null//Same here var/obj/holder = null var/cooldown = 0//To prevent spam proc Activate()//Called when this assembly is pulsed by another one Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here Activate() if(cooldown > 0) return 0 cooldown = 2 spawn(10) Process_cooldown() //Rest of code here return 0 Process_cooldown() cooldown-- if(cooldown <= 0) return 0 spawn(10) Process_cooldown() return 1 Attach_Holder(var/obj/H, var/mob/user) if(!H) return 0 if(!H.IsAssemblyHolder()) return 0 //Remember to have it set its loc somewhere in here */