Files
Paradise/code/modules/assembly/assebmly_holder.dm
AffectedArc07 b34e8fa301 [READY] CI now bans files with the same name (#20195)
* CI now bans files with the same name

* Part 1

* Warriorstar python tweaks

* Part Deux

* Fix unticked

* fix
2023-02-04 16:33:41 -06:00

204 lines
4.9 KiB
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/obj/item/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = CONDUCT
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 10
var/secured = FALSE
var/obj/item/assembly/a_left = null
var/obj/item/assembly/a_right = null
/obj/item/assembly_holder/proc/attach(obj/item/D, obj/item/D2, mob/user)
return
/obj/item/assembly_holder/proc/process_activation(obj/item/D)
return
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/Destroy()
if(a_left)
a_left.holder = null
if(a_right)
a_right.holder = null
return ..()
/obj/item/assembly_holder/attach(obj/item/D, obj/item/D2, mob/user)
if(!D || !D2)
return FALSE
if(!isassembly(D) || !isassembly(D2))
return FALSE
var/obj/item/assembly/A1 = D
var/obj/item/assembly/A2 = D2
if(A1.secured || A2.secured)
return FALSE
if(!A1.remove_item_from_storage(src))
if(user)
user.remove_from_mob(A1)
A1.forceMove(src)
if(!A2.remove_item_from_storage(src))
if(user)
user.remove_from_mob(A2)
A2.forceMove(src)
A1.holder = src
A2.holder = src
a_left = A1
a_right = A2
name = "[A1.name]-[A2.name] assembly"
update_icon(UPDATE_OVERLAYS)
return TRUE
/obj/item/assembly_holder/proc/has_prox_sensors()
if(istype(a_left, /obj/item/assembly/prox_sensor) || istype(a_right, /obj/item/assembly/prox_sensor))
return TRUE
return FALSE
/obj/item/assembly_holder/update_overlays()
. = ..()
if(a_left)
. += "[a_left.icon_state]_left"
for(var/O in a_left.attached_overlays)
. += "[O]_l"
if(a_right)
. += "[a_right.icon_state]_right"
for(var/O in a_right.attached_overlays)
. += "[O]_r"
if(master)
master.update_icon()
/obj/item/assembly_holder/examine(mob/user)
. = ..()
if(in_range(src, user) || loc == user)
if(secured)
. += "[src] is ready!"
else
. += "[src] can be attached!"
/obj/item/assembly_holder/HasProximity(atom/movable/AM)
if(a_left)
a_left.HasProximity(AM)
if(a_right)
a_right.HasProximity(AM)
/obj/item/assembly_holder/Crossed(atom/movable/AM, oldloc)
if(a_left)
a_left.Crossed(AM, oldloc)
if(a_right)
a_right.Crossed(AM, oldloc)
/obj/item/assembly_holder/on_found(mob/finder)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
/obj/item/assembly_holder/hear_talk(mob/living/M, list/message_pieces)
if(a_left)
a_left.hear_talk(M, message_pieces)
if(a_right)
a_right.hear_talk(M, message_pieces)
/obj/item/assembly_holder/hear_message(mob/living/M, msg)
if(a_left)
a_left.hear_message(M, msg)
if(a_right)
a_right.hear_message(M, msg)
/obj/item/assembly_holder/proc/process_movement() // infrared beams and prox sensors
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
/obj/item/assembly_holder/Move()
. = ..()
process_movement()
return
/obj/item/assembly_holder/pickup()
. = ..()
process_movement()
/obj/item/assembly_holder/Bump()
..()
process_movement()
/obj/item/assembly_holder/throw_impact() // called when a throw stops
..()
process_movement()
/obj/item/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
..()
return
/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/I)
if(!a_left || !a_right)
to_chat(user, "<span class='warning'>BUG:Assembly part missing, please report this!</span>")
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
a_left.toggle_secure()
a_right.toggle_secure()
secured = !secured
if(secured)
to_chat(user, "<span class='notice'>[src] is ready!</span>")
else
to_chat(user, "<span class='notice'>[src] can now be taken apart!</span>")
update_icon()
/obj/item/assembly_holder/attack_self(mob/user)
add_fingerprint(user)
if(secured)
if(!a_left || !a_right)
to_chat(user, "<span class='warning'>Assembly part missing!</span>")
return
if(istype(a_left, a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left")
a_left.attack_self(user)
if("Right")
a_right.attack_self(user)
return
else
a_left.attack_self(user)
a_right.attack_self(user)
else
var/turf/T = get_turf(src)
if(!T)
return FALSE
user.unEquip(src, TRUE, TRUE)
if(a_left)
a_left.holder = null
a_left.forceMove(T)
user.put_in_active_hand(a_left)
if(a_right) // Right object is the secondary item, hence put in inactive hand
a_right.holder = null
a_right.forceMove(T)
user.put_in_inactive_hand(a_right)
qdel(src)
/obj/item/assembly_holder/process_activation(obj/D, normal = TRUE, special = TRUE)
if(!D)
return FALSE
if(normal && a_right && a_left)
if(a_right != D)
a_right.pulsed(0)
if(a_left && a_left != D) // the right pools might have sent us boom, so `a_left` can be null here
a_left.pulsed(0)
return TRUE