Files
Paradise/code/modules/assembly/timer.dm
warriorstar-orion 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/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1;engineering=1"
secured = FALSE
bomb_name = "time bomb"
var/timing = FALSE
var/time = 10
var/repeat = FALSE
var/set_time = 10
/obj/item/assembly/timer/examine(mob/user)
. = ..()
if(timing)
. += "The timer is counting down from [time]!"
else
. += "The timer is set for [time] seconds."
/obj/item/assembly/timer/activate()
if(!..())
return FALSE//Cooldown check
timing = !timing
update_icon()
return FALSE
/obj/item/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = FALSE
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/timer/proc/timer_end()
if(!secured || cooldown > 0)
return FALSE
cooldown = 2
pulse(FALSE)
if(loc)
loc.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/timer/process()
if(timing && (time > 0))
time -= 2 // 2 seconds per process()
if(timing && time <= 0)
timing = repeat
timer_end()
time = set_time
/obj/item/assembly/timer/update_overlays()
. = ..()
attached_overlays = list()
if(timing)
. += "timer_timing"
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
/obj/item/assembly/timer/interact(mob/user as mob)//TODO: Have this use the wires
if(!secured)
user.show_message("<span class='warning'>[src] is unsecured!</span>")
return FALSE
var/second = time % 60
var/minute = (time - second) / 60
var/set_second = set_time % 60
var/set_minute = (set_time - set_second) / 60
if(second < 10) second = "0[second]"
if(set_second < 10) set_second = "0[set_second]"
var/dat = {"
<TT>
<center><h2>Timing Unit</h2>
[minute]:[second] <a href='byond://?src=[UID()];time=1'>[timing?"Stop":"Start"]</a> <a href='byond://?src=[UID()];reset=1'>Reset</a><br>
Repeat: <a href='byond://?src=[UID()];repeat=1'>[repeat?"On":"Off"]</a><br>
Timer set for
<A href='byond://?src=[UID()];tp=-30'>-</A> <A href='byond://?src=[UID()];tp=-1'>-</A> [set_minute]:[set_second] <A href='byond://?src=[UID()];tp=1'>+</A> <A href='byond://?src=[UID()];tp=30'>+</A>
</center>
</TT>
<BR><BR>
<A href='byond://?src=[UID()];refresh=1'>Refresh</A>
<BR><BR>
<A href='byond://?src=[UID()];close=1'>Close</A>"}
var/datum/browser/popup = new(user, "timer", name, 400, 400)
popup.set_content(dat)
popup.open(0)
onclose(user, "timer")
/obj/item/assembly/timer/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=timer")
onclose(usr, "timer")
return
if(href_list["time"])
timing = !timing
if(timing && istype(holder, /obj/item/transfer_valve))
investigate_log("[key_name(usr)] activated [src] attachment for [loc]", INVESTIGATE_BOMB)
add_attack_logs(usr, holder, "activated [src] attachment on", ATKLOG_FEW)
log_game("[key_name(usr)] activated [src] attachment for [loc]")
update_icon()
if(href_list["reset"])
time = set_time
if(href_list["repeat"])
repeat = !repeat
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
set_time += tp
set_time = min(max(round(set_time), 6), 600)
if(!timing)
time = set_time
if(href_list["close"])
usr << browse(null, "window=timer")
return
if(usr)
attack_self__legacy__attackchain(usr)