Files
Paradise/code/modules/assembly/proximity.dm
T
warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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/obj/item/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
materials = list(MAT_METAL = 800, MAT_GLASS = 200)
origin_tech = "magnets=1;engineering=1"
secured = FALSE
bomb_name = "proximity mine"
var/scanning = FALSE
var/timing = FALSE
var/time = 10
/obj/item/assembly/prox_sensor/Initialize(mapload)
. = ..()
AddComponent(/datum/component/proximity_monitor, _always_active = TRUE)
/obj/item/assembly/prox_sensor/examine(mob/user)
. = ..()
if(timing)
. += "<span class='notice'>The proximity sensor is arming.</span>"
else
. += "The proximity sensor is [scanning ? "armed" : "disarmed"]."
/obj/item/assembly/prox_sensor/activate()
if(!..())
return FALSE //Cooldown check
timing = !timing
update_icon()
return FALSE
/obj/item/assembly/prox_sensor/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
scanning = FALSE
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/prox_sensor/HasProximity(atom/movable/AM)
if(!isobj(AM) && !isliving(AM))
return
if(iseffect(AM))
return
if(AM.move_speed < 12)
sense()
/obj/item/assembly/prox_sensor/proc/sense()
if(!secured || !scanning || cooldown > 0)
return FALSE
cooldown = 2
pulse(FALSE)
visible_message("[bicon(src)] *beep* *beep* *beep*", "*beep* *beep* *beep*")
playsound(src, 'sound/machines/triple_beep.ogg', 40, extrarange = -10)
addtimer(CALLBACK(src, PROC_REF(process_cooldown)), 10)
/obj/item/assembly/prox_sensor/process()
if(timing && (time >= 0))
time--
if(timing && time <= 0)
timing = FALSE
toggle_scan()
time = 10
/obj/item/assembly/prox_sensor/dropped()
..()
spawn(0)
sense()
return
/obj/item/assembly/prox_sensor/proc/toggle_scan()
if(!secured)
return FALSE
scanning = !scanning
update_icon()
/obj/item/assembly/prox_sensor/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
. += "prox_timing"
attached_overlays += "prox_timing"
if(scanning)
. += "prox_scanning"
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
/obj/item/assembly/prox_sensor/Move()
. = ..()
sense()
/obj/item/assembly/prox_sensor/holder_movement()
sense()
/obj/item/assembly/prox_sensor/interact(mob/user)//TODO: Change this to the wires thingy
if(!secured)
user.show_message("<span class='warning'>[src] is unsecured!</span>")
return FALSE
var/second = time % 60
var/minute = (time - second) / 60
var/dat = "<TT><B>Proximity Sensor</B>\n[timing ? "<A href='byond://?src=[UID()];time=0'>Arming</A>" : "<A href='byond://?src=[UID()];time=1'>Not Arming</A>"] [minute]:[second]\n<A href='byond://?src=[UID()];tp=-30'>-</A> <A href='byond://?src=[UID()];tp=-1'>-</A> <A href='byond://?src=[UID()];tp=1'>+</A> <A href='byond://?src=[UID()];tp=30'>+</A>\n</TT>"
dat += "<BR><A href='byond://?src=[UID()];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
dat += "<BR><BR><A href='byond://?src=[UID()];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='byond://?src=[UID()];close=1'>Close</A>"
var/datum/browser/popup = new(user, "prox", name, 400, 400)
popup.set_content(dat)
popup.open(0)
onclose(user, "prox")
/obj/item/assembly/prox_sensor/Topic(href, href_list)
..()
if(HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=prox")
onclose(usr, "prox")
return
if(href_list["scanning"])
toggle_scan()
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["close"])
usr << browse(null, "window=prox")
return
if(usr)
attack_self__legacy__attackchain(usr)