Files
Paradise/code/modules/power/engines/singularity/emitter.dm
Qwertytoforty c398e4a617 Adds 2 cybernetic implants, makes emag_act return TRUE (#23876)
* Adds 2 cybernetic implants, makes emag_act return TRUE

* the rest of the fucking owl

* yeah that would do it

* remove this

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* request changes, scaling burn damage, 3 tile range, lowers tech level

* Apply suggestions from code review

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

* Update code/game/objects/structures/crates_lockers/crates.dm

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

* Update scanners.dm

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* Lewcs good to them?

* Apply suggestions from code review

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

* fuck me

* there are no message admins in ba-sing

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2024-02-08 12:52:11 +00:00

316 lines
9.3 KiB
Plaintext

#define EMITTER_NEEDS_WRENCH 0
#define EMITTER_NEEDS_WELDER 1
#define EMITTER_WELDED 2
/obj/machinery/power/emitter
name = "emitter"
desc = "A heavy duty industrial laser"
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
power_state = NO_POWER_USE
idle_power_consumption = 10
active_power_consumption = 300
/// Is the emitter turned on
var/active = FALSE
/// Is the emitter powered
var/powered = FALSE
/// Delay between each emitter shot (In deciseconds)
var/fire_delay = 100
/// Maximum delay between each emitter shot
var/maximum_fire_delay = 100
/// Minimum delay between each emitter shot
var/minimum_fire_delay = 20
/// When was the last emitter shot
var/last_shot = 0
/// How many shots have been fired
var/shot_number = 0
/// Construction state
var/state = EMITTER_NEEDS_WRENCH
/// Locked by an ID card
var/locked = FALSE
var/projectile_type = /obj/item/projectile/beam/emitter/hitscan
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/effect_system/spark_spread/sparks
/obj/machinery/power/emitter/Initialize(mapload)
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/emitter(null)
component_parts += new /obj/item/stock_parts/micro_laser(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
RefreshParts()
if(state == EMITTER_WELDED && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, 1, src)
/obj/machinery/power/emitter/examine(mob/user)
. = ..()
if(panel_open)
. += "<span class='notice'>The maintenance panel is open.</span>"
. += "<span class='info'><b>Alt-Click</b> to rotate [src].</span>"
/obj/machinery/power/emitter/RefreshParts()
var/max_firedelay = 120
var/firedelay = 120
var/min_firedelay = 24
var/power_usage = 350
for(var/obj/item/stock_parts/micro_laser/L in component_parts)
max_firedelay -= 20 * L.rating
min_firedelay -= 4 * L.rating
firedelay -= 20 * L.rating
maximum_fire_delay = max_firedelay
minimum_fire_delay = min_firedelay
fire_delay = firedelay
for(var/obj/item/stock_parts/manipulator/M in component_parts)
power_usage -= 50 * M.rating
active_power_consumption = power_usage
/obj/machinery/power/emitter/AltClick(mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
return
if(anchored)
to_chat(user, "<span class='notice'>It is fastened to the floor!</span>")
return
dir = turn(dir, 90)
/obj/machinery/power/emitter/Destroy()
msg_admin_attack("Emitter deleted at ([x],[y],[z] - [ADMIN_JMP(src)]) [usr ? "Broken by [key_name_admin(usr)]" : ""]", ATKLOG_FEW)
log_game("Emitter deleted at ([x],[y],[z])")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z]) [usr ? "Broken by [key_name(usr)]" : ""]","singulo")
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon_state()
if(active && powernet && get_available_power())
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/emag_act(mob/living/user)
if(!emagged)
locked = FALSE
emagged = TRUE
if(user)
user.visible_message("<span class='warning'>[user] shorts out the lock on [src].</span>",
"<span class='warning'>You short out the lock on [src].</span>")
return TRUE
/obj/machinery/power/emitter/attack_hand(mob/user)
add_fingerprint(user)
if(state != EMITTER_WELDED)
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first.</span>")
return TRUE
if(!powernet)
to_chat(user, "<span class='warning'>The emitter isn't connected to a wire.</span>")
return TRUE
if(panel_open)
to_chat(user, "<span class='warning'>The maintenance panel needs to be closed!</span>")
return
if(locked)
to_chat(user, "<span class='warning'>The controls are locked!</span>")
return
var/toggle
if(active)
active = FALSE
toggle = "off"
shot_number = 0
fire_delay = maximum_fire_delay
investigate_log("turned <font color='red'>off</font> by [key_name(user)]", "singulo")
else
active = TRUE
toggle = "on"
investigate_log("turned <font color='green'>on</font> by [key_name(user)]", "singulo")
to_chat(user, "You turn [src] [toggle].")
message_admins("Emitter turned [toggle] by [key_name_admin(user)] in ([x], [y], [z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Emitter turned [toggle] by [key_name(user)] in [x], [y], [z]")
update_icon()
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = EMITTER_NEEDS_WRENCH
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id) || istype(I, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken.</span>")
return
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>The controls are now [locked ? "locked" : "unlocked"].</span>")
else
locked = FALSE //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when [src] is online!</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
if(exchange_parts(user, I))
return
return ..()
/obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='warning'>Turn off [src] first!</span>")
return
if(state == EMITTER_WELDED)
to_chat(user, "<span class='warning'>[src] needs to be unwelded from the floor!</span>")
return
if(state == EMITTER_NEEDS_WRENCH)
for(var/obj/machinery/power/emitter/E in get_turf(src))
if(E.anchored)
to_chat(user, "<span class='warning'>There is already an emitter here!</span>")
return
state = EMITTER_NEEDS_WELDER
anchored = TRUE
user.visible_message("<span class='notice'>[user] secures [src] to the floor.</span>",
"<span class='notice'>You secure the external reinforcing bolts to the floor.</span>",
"<span class='notice'>You hear a ratchet.</span>")
else
state = EMITTER_NEEDS_WRENCH
anchored = FALSE
user.visible_message("<span class='notice'>[user] unsecures [src]'s reinforcing bolts from the floor.</span>",
"<span class='notice'>You undo the external reinforcing bolts.</span>",
"<span class='notice'>You hear a ratchet.</span>")
playsound(src, I.usesound, I.tool_volume, TRUE)
/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='warning'>[src] needs to be disabled first!</span>")
return
default_deconstruction_screwdriver(user, "emitter_open", "emitter", I)
/obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
default_deconstruction_crowbar(user, I)
/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
. = TRUE
if(active)
to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
return
if(state == EMITTER_NEEDS_WRENCH)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
return
if(!I.tool_use_check(user, 0))
return
if(state == EMITTER_NEEDS_WELDER)
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
else if(state == EMITTER_WELDED)
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(!I.use_tool(src, user, 20, volume = I.tool_volume))
return
if(state == EMITTER_NEEDS_WELDER)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
connect_to_network()
state = EMITTER_WELDED
else if(state == EMITTER_WELDED)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
disconnect_from_network()
state = EMITTER_NEEDS_WELDER
/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
return TRUE
/obj/machinery/power/emitter/process()
if((stat & BROKEN) || !active)
return
if(state != EMITTER_WELDED || (!powernet && active_power_consumption))
active = FALSE
update_icon()
return
if(!active_power_consumption || get_surplus() >= active_power_consumption)
consume_direct_power(active_power_consumption)
if(!powered)
powered = TRUE
update_icon()
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = FALSE
update_icon()
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
if(!check_delay())
return FALSE
fire_beam()
/obj/machinery/power/emitter/proc/check_delay()
if((last_shot + fire_delay) <= world.time)
return TRUE
return FALSE
/obj/machinery/power/emitter/proc/fire_beam()
var/obj/item/projectile/P = new projectile_type(get_turf(src))
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
switch(dir)
if(NORTH)
P.yo = 20
P.xo = 0
if(NORTHEAST)
P.yo = 20
P.xo = 20
if(EAST)
P.yo = 0
P.xo = 20
if(SOUTHEAST)
P.yo = -20
P.xo = 20
if(WEST)
P.yo = 0
P.xo = -20
if(SOUTHWEST)
P.yo = -20
P.xo = -20
if(NORTHWEST)
P.yo = 20
P.xo = -20
else // Any other
P.yo = -20
P.xo = 0
last_shot = world.time
if(shot_number < 3)
fire_delay = 20
shot_number++
else
fire_delay = rand(minimum_fire_delay, maximum_fire_delay)
shot_number = 0
P.setDir(dir)
P.starting = loc
P.Angle = null
P.fire()
return P
#undef EMITTER_NEEDS_WRENCH
#undef EMITTER_NEEDS_WELDER
#undef EMITTER_WELDED