Files
Paradise/code/game/objects/items/devices/radio/intercom.dm
T
Kugamo 38f335e8b9 Big Fat Emission PR (#18124)
* amogus

* Revert "amogus"

This reverts commit ebaa99c77b.

* Part 1

* rest of the airlocks

holy shit that took a long time

* part 2

* part 3

finale

* conflict resolution

* fixes warnings

* fixes paneloen airlock emissives

* adds back changes from #18145

* #18085 sprites

* SteelSlayer Review

readded process in status_display, idk why I removed it, it broke some functionality

* future proofing firedoors

Talked with the contributor who added emissive appearances to the codebase. As of now they wont block them unless they spawn as closed, but with future PR merges this code will work.

* solar panel PR conflict resolve

* pain

* small fix

* farie82 suggestions

Co-authored-by: Farie82 <farie82@users.noreply.github.com>

* farie82 suggestions part 2

* farie82 suggestions part 3

* finalle

pog champ ers 2000

* farie82 suggestions the sequel

Co-authored-by: Farie82 <farie82@users.noreply.github.com>

* SteelSlayer Suggestions

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2022-07-23 11:31:20 -05:00

294 lines
8.1 KiB
Plaintext

/obj/item/radio/intercom
name = "station intercom (General)"
desc = "Talk through this."
icon_state = "intercom"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
w_class = WEIGHT_CLASS_BULKY
canhear_range = 2
flags = CONDUCT
blocks_emissive = FALSE
var/circuitry_installed = 1
var/buildstage = 0
var/custom_name
dog_fashion = null
/obj/item/radio/intercom/custom
name = "station intercom (Custom)"
custom_name = TRUE
broadcasting = FALSE
listening = FALSE
/obj/item/radio/intercom/interrogation
name = "station intercom (Interrogation)"
custom_name = TRUE
frequency = AIRLOCK_FREQ
/obj/item/radio/intercom/private
name = "station intercom (Private)"
custom_name = TRUE
frequency = AI_FREQ
/obj/item/radio/intercom/command
name = "station intercom (Command)"
custom_name = TRUE
frequency = COMM_FREQ
/obj/item/radio/intercom/specops
name = "\improper Special Operations intercom"
custom_name = TRUE
frequency = ERT_FREQ
/obj/item/radio/intercom/department
canhear_range = 5
custom_name = TRUE
broadcasting = FALSE
listening = TRUE
/obj/item/radio/intercom/department/medbay
name = "station intercom (Medbay)"
frequency = MED_I_FREQ
/obj/item/radio/intercom/department/security
name = "station intercom (Security)"
frequency = SEC_I_FREQ
/obj/item/radio/intercom/New(turf/loc, direction, building = 3)
. = ..()
buildstage = building
if(buildstage)
update_operating_status()
else
if(direction)
setDir(direction)
set_pixel_offsets_from_dir(28, -28, 28, -28)
b_stat = TRUE
on = FALSE
GLOB.global_intercoms.Add(src)
update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS)
/obj/item/radio/intercom/Initialize()
. = ..()
if(!custom_name)
name = "station intercom (General)"
/obj/item/radio/intercom/department/medbay/New()
..()
internal_channels = GLOB.default_medbay_channels.Copy()
/obj/item/radio/intercom/department/security/New()
..()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(SEC_I_FREQ) = list(ACCESS_SECURITY)
)
/obj/item/radio/intercom/syndicate
name = "illicit intercom"
desc = "Talk through this. Evilly"
frequency = SYND_FREQ
syndiekey = new /obj/item/encryptionkey/syndicate/nukeops
/obj/item/radio/intercom/syndicate/New()
..()
internal_channels[num2text(SYND_FREQ)] = list(ACCESS_SYNDICATE)
/obj/item/radio/intercom/pirate
name = "pirate radio intercom"
desc = "You wouldn't steal a space shuttle. Piracy. It's a crime!"
/obj/item/radio/intercom/pirate/New()
..()
internal_channels.Cut()
internal_channels = list(
num2text(PUB_FREQ) = list(),
num2text(AI_FREQ) = list(),
num2text(COMM_FREQ)= list(),
num2text(ENG_FREQ) = list(),
num2text(MED_FREQ) = list(),
num2text(MED_I_FREQ)=list(),
num2text(SEC_FREQ) = list(),
num2text(SEC_I_FREQ)=list(),
num2text(SCI_FREQ) = list(),
num2text(SUP_FREQ) = list(),
num2text(SRV_FREQ) = list()
)
/obj/item/radio/intercom/Destroy()
GLOB.global_intercoms.Remove(src)
return ..()
/obj/item/radio/intercom/attack_ai(mob/user)
add_hiddenprint(user)
add_fingerprint(user)
attack_self(user)
/obj/item/radio/intercom/attack_hand(mob/user)
add_fingerprint(user)
attack_self(user)
/obj/item/radio/intercom/receive_range(freq, level)
if(!is_listening())
return -1
if(!(0 in level))
var/turf/position = get_turf(src)
// TODO: Integrate radio with the space manager
if(isnull(position) || !(position.z in level))
return -1
if(freq in SSradio.ANTAG_FREQS)
if(!(syndiekey))
return -1//Prevents broadcast of messages over devices lacking the encryption
return canhear_range
/obj/item/radio/intercom/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/tape_roll)) //eww
return
else if(iscoil(W) && buildstage == 1)
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
return
if(do_after(user, 10 * coil.toolspeed, target = src) && buildstage == 1)
coil.use(5)
to_chat(user, "<span class='notice'>You wire \the [src]!</span>")
buildstage = 2
return 1
else if(istype(W,/obj/item/intercom_electronics) && buildstage == 0)
playsound(get_turf(src), W.usesound, 50, 1)
if(do_after(user, 10 * W.toolspeed, target = src) && buildstage == 0)
qdel(W)
to_chat(user, "<span class='notice'>You insert \the [W] into \the [src]!</span>")
buildstage = 1
return 1
else
return ..()
/obj/item/radio/intercom/crowbar_act(mob/user, obj/item/I)
if(buildstage != 1)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You begin removing the electronics...</span>")
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 1)
return
new /obj/item/intercom_electronics(get_turf(src))
to_chat(user, "<span class='notice'>The circuit board pops out!</span>")
buildstage = 0
/obj/item/radio/intercom/screwdriver_act(mob/user, obj/item/I)
if(buildstage != 2)
return ..()
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(!I.use_tool(src, user, 10, volume = I.tool_volume) || buildstage != 2)
return
update_icon(UPDATE_ICON_STATE)
on = TRUE
b_stat = FALSE
buildstage = 3
to_chat(user, "<span class='notice'>You secure the electronics!</span>")
update_icon(UPDATE_ICON_STATE)
update_operating_status()
for(var/i, i<= 5, i++)
wires.on_cut(i, 1)
/obj/item/radio/intercom/wirecutter_act(mob/user, obj/item/I)
if(!(buildstage == 3 && b_stat && wires.is_all_cut()))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
WIRECUTTER_SNIP_MESSAGE
new /obj/item/stack/cable_coil(get_turf(src),5)
on = FALSE
b_stat = TRUE
buildstage = 1
update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS)
update_operating_status(FALSE)
/obj/item/radio/intercom/welder_act(mob/user, obj/item/I)
if(buildstage != 0)
return
. = TRUE
if(!I.tool_use_check(user, 3))
return
to_chat(user, "<span class='notice'>You start slicing [src] from the wall...</span>")
if(I.use_tool(src, user, 10, amount = 3, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You cut [src] free from the wall!</span>")
new /obj/item/mounted/frame/intercom(get_turf(src))
qdel(src)
/obj/item/radio/intercom/update_icon_state()
if(!circuitry_installed)
icon_state="intercom-frame"
else
icon_state = "intercom[!on?"-p":""][b_stat ? "-open":""]"
/obj/item/radio/intercom/update_overlays()
. = ..()
underlays.Cut()
if(on && buildstage == 3)
underlays += emissive_appearance(icon, "intercom_lightmask")
/obj/item/radio/intercom/proc/update_operating_status(on = TRUE)
var/area/current_area = get_area(src)
if(!current_area)
return
if(on)
RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, .proc/AreaPowerCheck)
else
UnregisterSignal(current_area, COMSIG_AREA_POWER_CHANGE)
/**
* Proc called whenever the intercom's area loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`.
*
* Normally called after the intercom's area recieves the `COMSIG_AREA_POWER_CHANGE` signal, but it can also be called directly.
* Arguments:
*
* source - the area that just had a power change.
*/
/obj/item/radio/intercom/proc/AreaPowerCheck(datum/source)
var/area/current_area = get_area(src)
if(!current_area)
on = FALSE
set_light(0)
else
on = current_area.powered(EQUIP) // set "on" to the equipment power status of our area.
set_light(1, LIGHTING_MINIMUM_POWER)
update_icon(UPDATE_ICON_STATE | UPDATE_OVERLAYS)
/obj/item/intercom_electronics
name = "intercom electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
desc = "Looks like a circuit. Probably is."
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50, MAT_GLASS=50)
origin_tech = "engineering=2;programming=1"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/radio/intercom/locked
freqlock = TRUE
custom_name = TRUE
/obj/item/radio/intercom/locked/ai_private
name = "\improper AI intercom"
frequency = AI_FREQ
/obj/item/radio/intercom/locked/confessional
name = "confessional intercom"
frequency = 1480
/obj/item/radio/intercom/locked/prison
name = "\improper prison intercom"
desc = "Talk through this. It looks like it has been modified to not broadcast."
/obj/item/radio/intercom/locked/prison/New()
..()
wires.cut(WIRE_RADIO_TRANSMIT)