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This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
160 lines
4.6 KiB
Plaintext
160 lines
4.6 KiB
Plaintext
/obj/item/device/radio/intercom
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name = "station intercom"
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desc = "Talk through this."
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icon_state = "intercom"
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anchored = 1
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w_class = 4.0
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canhear_range = 2
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flags = CONDUCT | NOBLOODY
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var/number = 0
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var/anyai = 1
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var/circuitry_installed=1
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var/mob/living/silicon/ai/ai = list()
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var/last_tick //used to delay the powercheck
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var/buildstage = 0
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/obj/item/device/radio/intercom/universe/New()
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tag = "UNIVERSE"
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return ..()
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/obj/item/device/radio/intercom/New(turf/loc, var/ndir = 0, var/building = 3)
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..()
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buildstage = building
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if(buildstage)
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processing_objects.Add(src)
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else
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pixel_x = (ndir & 3)? 0 : (ndir == 4 ? 28 : -28)
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pixel_y = (ndir & 3)? (ndir ==1 ? 28 : -28) : 0
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dir=ndir
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b_stat=1
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on = 0
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update_icon()
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/obj/item/device/radio/intercom/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/device/radio/intercom/attack_ai(mob/user as mob)
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add_hiddenprint(user)
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add_fingerprint(user)
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spawn (0)
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attack_self(user)
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/obj/item/device/radio/intercom/attack_hand(mob/user as mob)
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add_fingerprint(user)
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spawn (0)
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attack_self(user)
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/obj/item/device/radio/intercom/receive_range(freq, level)
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if (!on)
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return -1
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if(!(0 in level))
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var/turf/position = get_turf(src)
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if(isnull(position) || !(position.z in level))
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return -1
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if (!src.listening)
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return -1
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if(freq in ANTAG_FREQS)
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if(!(src.syndie))
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return -1//Prevents broadcast of messages over devices lacking the encryption
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return canhear_range
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/obj/item/device/radio/intercom/hear_talk(mob/M as mob, msg)
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if(!src.anyai && !(M in src.ai))
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return
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..()
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/obj/item/device/radio/intercom/attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(buildstage)
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if(3)
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if(iswirecutter(W) && b_stat && wires.IsAllCut())
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user << "<span class='notice'>You cut out the intercoms wiring and disconnect its electronics.</span>"
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playsound(get_turf(src), 'sound/items/Wirecutter.ogg', 50, 1)
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if(do_after(user, 10))
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new /obj/item/stack/cable_coil(get_turf(src),5)
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on = 0
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b_stat = 1
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buildstage = 1
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update_icon()
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processing_objects.Remove(src)
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return 1
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else return ..()
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if(2)
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if(isscrewdriver(W))
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playsound(get_turf(src), 'sound/items/Screwdriver.ogg', 50, 1)
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if(do_after(user, 10))
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update_icon()
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on = 1
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b_stat = 0
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buildstage = 3
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user << "<span class='notice'>You secure the electronics!</span>"
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update_icon()
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processing_objects.Add(src)
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for(var/i, i<= 5, i++)
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wires.UpdateCut(i,1)
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return 1
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if(1)
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if(iscoil(W))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.amount < 5)
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user << "<span class='warning'>You need more cable for this!</span>"
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return
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if(do_after(user, 10))
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coil.use(5)
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user << "<span class='notice'>You wire \the [src]!</span>"
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buildstage = 2
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return 1
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if(iscrowbar(W))
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user << "<span class='notice'>You begin removing the electronics...</span>"
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 10))
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new /obj/item/weapon/intercom_electronics(get_turf(src))
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user << "<span class='notice'>The circuitboard pops out!</span>"
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buildstage = 0
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return 1
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if(0)
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if(istype(W,/obj/item/weapon/intercom_electronics))
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 10))
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qdel(W)
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user << "<span class='notice'>You insert \the [W] into \the [src]!</span>"
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buildstage = 1
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return 1
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if(iswelder(W))
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var/obj/item/weapon/weldingtool/WT=W
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playsound(get_turf(src), 'sound/items/Welder.ogg', 50, 1)
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if(!WT.remove_fuel(3, user))
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user << "<span class='warning'>You're out of welding fuel.</span>"
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return 1
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if(do_after(user, 10))
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user << "<span class='notice'>You cut the intercom frame from the wall!</span>"
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new /obj/item/mounted/frame/intercom(get_turf(src))
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qdel(src)
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return 1
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/obj/item/device/radio/intercom/update_icon()
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if(!circuitry_installed)
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icon_state="intercom-frame"
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return
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icon_state = "intercom[!on?"-p":""][b_stat ? "-open":""]"
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/obj/item/device/radio/intercom/process()
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if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0))
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last_tick = world.timeofday
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if(!areaMaster)
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on = 0
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update_icon()
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return
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on = areaMaster.powered(EQUIP) // set "on" to the power status
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update_icon()
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/obj/item/weapon/intercom_electronics
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name = "intercom electronics"
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icon = 'icons/obj/doors/door_assembly.dmi'
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icon_state = "door_electronics"
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desc = "Looks like a circuit. Probably is."
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w_class = 2.0
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m_amt = 50
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g_amt = 50 |