Files
Paradise/code/game/objects/structures/electricchair.dm
Luc 495afc5e60 Moves almost all wrench checks in attackby to wrench_act() (#25687)
* wrench a bunch of acts

* atmospherics

* some last few things

* last iswrench changes for anything that isn't construction

* Update code/game/machinery/pipe/pipe_construction.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* thank you dgamer

* oopsie daisy

* tests and addresses some introduced bugs

* proper testing

* proper ci

* Update code/game/objects/structures/fluff.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* Update code/game/objects/structures/fluff.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* thank you burza 🙏

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/modules/recycling/disposal-construction.dm

Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-07-30 13:51:00 +00:00

93 lines
2.7 KiB
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/obj/structure/chair/e_chair
name = "electric chair"
desc = "Looks absolutely SHOCKING!"
icon_state = "echair0"
item_chair = null
var/obj/item/assembly/shock_kit/part = null
var/last_time = 1.0
var/delay_time = 50
var/shocking = FALSE
/obj/structure/chair/e_chair/Initialize(mapload, obj/item/assembly/shock_kit/sk)
. = ..()
update_icon(UPDATE_OVERLAYS)
if(sk)
part = sk
if(isnull(part)) //This e-chair was not custom built
part = new(src)
var/obj/item/clothing/head/helmet/part1 = new(part)
var/obj/item/electropack/part2 = new(part)
part2.integrated_signaler.frequency = 1445
part2.integrated_signaler.code = 6
part2.master = part
part.part1 = part1
part.part2 = part2
/obj/structure/chair/e_chair/examine(mob/user)
. = ..()
. += "<span class='warning'>You can <b>Alt-Click</b> [src] to activate it.</span>"
/obj/structure/chair/e_chair/wrench_act(mob/user, obj/item/I)
. = TRUE
var/obj/structure/chair/C = new /obj/structure/chair(loc)
I.play_tool_sound(src, 50)
C.dir = dir
part.loc = loc
part.master = null
part = null
visible_message("<span class='warning'>[user] deconstructs [src].</span>")
qdel(src)
/obj/structure/chair/e_chair/AltClick(mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
return
if(last_time + delay_time > world.time)
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
return
to_chat(user, "<span class='notice'>You activate [src].</span>")
shock()
/obj/structure/chair/e_chair/rotate()
..()
update_icon(UPDATE_OVERLAYS)
/obj/structure/chair/e_chair/update_icon_state()
icon_state = "echair[shocking]"
/obj/structure/chair/e_chair/update_overlays()
. = ..()
. += image('icons/obj/chairs.dmi', src, "echair_over", MOB_LAYER + 1, dir)
/obj/structure/chair/e_chair/proc/shock()
if(last_time + delay_time > world.time)
return
last_time = world.time
shocking = TRUE
update_icon(UPDATE_ICON_STATE)
spawn(delay_time)
shocking = FALSE
update_icon(UPDATE_ICON_STATE)
// special power handling
var/area/A = get_area(src)
if(!isarea(A))
return
if(!A.powernet.has_power(PW_CHANNEL_EQUIPMENT))
return
A.powernet.use_active_power(PW_CHANNEL_EQUIPMENT, 5000)
A.update_icon(UPDATE_ICON_STATE)
flick("echair_shock", src)
do_sparks(12, 1, src)
visible_message("<span class='danger'>The electric chair went off!</span>", "<span class='danger'>You hear a deep sharp shock!</span>")
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act(110, src, 1)
to_chat(buckled_mob, "<span class='danger'>You feel a deep shock course through your body!</span>")
spawn(1)
buckled_mob.electrocute_act(110, src, 1)