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CRUNCH da1ebd039d Adds Materials to Every Autolathe and Protolathe Item (except for ammo boxes, IK mags, and Dart Boxes) (#31445)
* Holy fuck there's so much shit I'm not even done

* oh god there's so many

* it is done

* Update autolathe_designs.dm

* Update circuitboard.dm
2026-01-30 21:25:40 +00:00

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//Engineering Mesons
#define MODE_NONE ""
#define MODE_MESON "meson"
#define MODE_TRAY "t-ray"
#define MODE_RAD "radiation"
#define MODE_PRESSURE "pressure"
/obj/item/clothing/glasses/meson/engine
name = "engineering scanner goggles"
desc = "Goggles used by engineers. The Meson Scanner mode lets you see basic structural and terrain layouts through walls, the T-ray Scanner mode lets you see underfloor objects such as cables and pipes, and the Radiation Scanner mode lets you see objects contaminated by radiation."
icon_state = "trayson-meson"
inhand_icon_state = null
actions_types = list(/datum/action/item_action/toggle_mode)
origin_tech = "materials=3;magnets=3;engineering=3;plasmatech=3"
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100)
active_on_equip = FALSE
var/active_on_equip_rad = FALSE
var/list/modes = list(MODE_NONE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_RAD, MODE_RAD = MODE_NONE)
var/mode = MODE_NONE
var/range = 1
/obj/item/clothing/glasses/meson/engine/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
update_icon(UPDATE_ICON_STATE)
/obj/item/clothing/glasses/meson/engine/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/clothing/glasses/meson/engine/equipped(mob/user, slot, initial)
. = ..()
if(active_on_equip && mode == MODE_MESON && slot == ITEM_SLOT_EYES)
ADD_TRAIT(user, TRAIT_MESON_VISION, "meson_glasses[UID()]")
if(active_on_equip_rad && mode == MODE_RAD && slot == ITEM_SLOT_EYES)
ADD_TRAIT(user, SM_HALLUCINATION_IMMUNE, "meson_glasses[UID()]")
if(mode == MODE_PRESSURE && slot == ITEM_SLOT_EYES)
ADD_TRAIT(user, TRAIT_PRESSURE_VISION, "meson_glasses[UID()]")
if(mode == MODE_PRESSURE && slot != ITEM_SLOT_EYES)
REMOVE_TRAIT(user, TRAIT_PRESSURE_VISION, "meson_glasses[UID()]")
/obj/item/clothing/glasses/meson/engine/proc/toggle_mode(mob/user, voluntary)
mode = modes[mode]
to_chat(user, "<span class='[voluntary ? "notice" : "warning"]'>[voluntary ? "You turn the goggles" : "The goggles turn"] [mode ? "to [mode] mode" : "off"][voluntary ? "." : "!"]</span>")
if(mode == MODE_MESON)
if(!HAS_TRAIT_FROM(user, TRAIT_MESON_VISION, "meson_glasses[UID()]"))
ADD_TRAIT(user, TRAIT_MESON_VISION, "meson_glasses[UID()]")
active_on_equip = TRUE
else
REMOVE_TRAIT(user, TRAIT_MESON_VISION, "meson_glasses[UID()]")
active_on_equip = FALSE
if(mode == MODE_RAD)
if(!HAS_TRAIT_FROM(user, SM_HALLUCINATION_IMMUNE, "meson_glasses[UID()]"))
ADD_TRAIT(user, SM_HALLUCINATION_IMMUNE, "meson_glasses[UID()]")
active_on_equip_rad = TRUE
else
REMOVE_TRAIT(user, SM_HALLUCINATION_IMMUNE, "meson_glasses[UID()]")
active_on_equip_rad = FALSE
if(mode == MODE_PRESSURE)
if(!HAS_TRAIT_FROM(user, TRAIT_PRESSURE_VISION, "meson_glasses[UID()]") && user.get_item_by_slot(ITEM_SLOT_EYES) == src)
ADD_TRAIT(user, TRAIT_PRESSURE_VISION, "meson_glasses[UID()]")
else
REMOVE_TRAIT(user, TRAIT_PRESSURE_VISION, "meson_glasses[UID()]")
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.glasses == src)
H.update_sight()
update_icon(UPDATE_ICON_STATE)
update_action_buttons()
/obj/item/clothing/glasses/meson/engine/activate_self(mob/user)
if(..())
return
toggle_mode(user, TRUE)
/obj/item/clothing/glasses/meson/engine/process()
if(!ishuman(loc))
return
var/mob/living/carbon/human/user = loc
if(user.glasses != src || !user.client)
return
switch(mode)
if(MODE_TRAY)
t_ray_scan(user, 8, range)
if(MODE_RAD)
show_rads()
/obj/item/clothing/glasses/meson/engine/proc/show_rads()
var/mob/living/carbon/human/user = loc
user.show_rads(range * 5) // Rads are easier to see than wires under the floor
/obj/item/clothing/glasses/meson/engine/update_icon_state()
icon_state = "trayson-[mode]"
update_mob()
/obj/item/clothing/glasses/meson/engine/proc/update_mob()
if(isliving(loc))
var/mob/living/user = loc
if(user.get_item_by_slot(ITEM_SLOT_EYES) == src)
user.update_inv_glasses()
else
user.update_inv_l_hand()
user.update_inv_r_hand()
/// Atmospherics techs get their own version with T-ray and an exlusive Pressure view.
/obj/item/clothing/glasses/meson/engine/atmos
name = "atmospherics scanner goggles"
icon_state = "trayson-pressure"
desc = "Used by atmospherics techs to visualize pressure, see station structure, and see underfloor objects such as cables and pipes."
range = 2
origin_tech = "materials=3;magnets=2;engineering=2"
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
modes = list(MODE_NONE = MODE_PRESSURE, MODE_PRESSURE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_NONE)
#undef MODE_NONE
#undef MODE_MESON
#undef MODE_TRAY
#undef MODE_RAD
#undef MODE_PRESSURE