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Paradise/code/modules/mining/equipment/marker_beacons.dm
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Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/*****************Marker Beacons**************************/
GLOBAL_LIST_INIT(marker_beacon_colors, list(
"Random" = FALSE, //not a true color, will pick a random color
"Burgundy" = LIGHT_COLOR_FLARE,
"Bronze" = LIGHT_COLOR_ORANGE,
"Yellow" = LIGHT_COLOR_YELLOW,
"Lime" = LIGHT_COLOR_SLIME_LAMP,
"Olive" = LIGHT_COLOR_GREEN,
"Jade" = LIGHT_COLOR_BLUEGREEN,
"Teal" = LIGHT_COLOR_LIGHT_CYAN,
"Cerulean" = LIGHT_COLOR_BLUE,
"Indigo" = LIGHT_COLOR_DARK_BLUE,
"Purple" = LIGHT_COLOR_PURPLE,
"Violet" = LIGHT_COLOR_LAVENDER,
"Fuchsia" = LIGHT_COLOR_PINK))
/obj/item/stack/marker_beacon
name = "marker beacon"
singular_name = "marker beacon"
desc = "Prism-brand path illumination devices. Used by miners to mark paths and warn of danger."
icon = 'icons/obj/lighting.dmi'
icon_state = "marker"
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
max_integrity = 50
merge_type = /obj/item/stack/marker_beacon
max_amount = 100
var/picked_color = "random"
/obj/item/stack/marker_beacon/ten //miners start with 10 of these
amount = 10
/obj/item/stack/marker_beacon/thirty //and they're bought in stacks of 1, 10, or 30
amount = 30
/obj/item/stack/marker_beacon/Initialize(mapload)
. = ..()
update_icon(UPDATE_ICON_STATE)
/obj/item/stack/marker_beacon/examine(mob/user)
. = ..()
. += "<span class='notice'>Use in-hand to place a [singular_name].</span>"
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/item/stack/marker_beacon/update_icon_state()
icon_state = "[initial(icon_state)][lowertext(picked_color)]"
/obj/item/stack/marker_beacon/attack_self(mob/user)
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You need more space to place a [singular_name] here.</span>")
return
if(locate(/obj/structure/marker_beacon) in user.loc)
to_chat(user, "<span class='warning'>There is already a [singular_name] here.</span>")
return
if(use(1))
to_chat(user, "<span class='notice'>You activate and anchor [amount ? "a":"the"] [singular_name] in place.</span>")
playsound(user, 'sound/machines/click.ogg', 50, 1)
var/obj/structure/marker_beacon/M = new(user.loc, picked_color)
transfer_fingerprints_to(M)
/obj/item/stack/marker_beacon/AltClick(mob/living/user)
if(!istype(user) || ui_status(user, GLOB.physical_state) != STATUS_INTERACTIVE)
return
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(!istype(user) || ui_status(user, GLOB.physical_state) != STATUS_INTERACTIVE)
return
if(input_color)
picked_color = input_color
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon
name = "marker beacon"
desc = "A Prism-brand path illumination device. It is anchored in place and glowing steadily."
icon = 'icons/obj/lighting.dmi'
icon_state = "marker"
layer = BELOW_OPEN_DOOR_LAYER
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
max_integrity = 50
anchored = TRUE
light_range = 2
light_power = 3
var/remove_speed = 15
var/picked_color
/obj/structure/marker_beacon/Initialize(mapload, set_color)
. = ..()
picked_color = set_color
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon(UPDATE_ICON_STATE)
qdel(src)
/obj/structure/marker_beacon/examine(mob/user)
. = ..()
if(picked_color)
. += "<span class='notice'>Alt-click to select a color. Current color is [picked_color].</span>"
/obj/structure/marker_beacon/update_icon_state()
while(!picked_color || !GLOB.marker_beacon_colors[picked_color])
picked_color = pick(GLOB.marker_beacon_colors)
icon_state = "[initial(icon_state)][lowertext(picked_color)]-on"
set_light(light_range, light_power, GLOB.marker_beacon_colors[picked_color])
/obj/structure/marker_beacon/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
if(do_after(user, remove_speed, target = src))
var/obj/item/stack/marker_beacon/M = new(loc)
M.picked_color = picked_color
M.update_icon(UPDATE_ICON_STATE)
transfer_fingerprints_to(M)
user.put_in_hands(M)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
qdel(src)
/obj/structure/marker_beacon/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/marker_beacon))
var/obj/item/stack/marker_beacon/M = I
to_chat(user, "<span class='notice'>You start picking [src] up...</span>")
if(do_after(user, remove_speed, target = src) && M.amount + 1 <= M.max_amount)
M.add(1)
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
qdel(src)
return
return ..()
/obj/structure/marker_beacon/AltClick(mob/living/user)
..()
if(!istype(user) || ui_status(user, GLOB.physical_state) != STATUS_INTERACTIVE)
return
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(!istype(user) || ui_status(user, GLOB.physical_state) != STATUS_INTERACTIVE)
return
if(input_color)
picked_color = input_color
update_icon(UPDATE_ICON_STATE)
/obj/structure/marker_beacon/dock_marker
name = "docking beacon"
desc = "An illumination device used to designate docking ports. It is anchored in place and pulsing steadily."
icon_state = "dockingmarker"
flags = NODECONSTRUCT
/obj/structure/marker_beacon/dock_marker/update_icon_state()
set_light(light_range, light_power, LIGHT_COLOR_BLUE)
/obj/structure/marker_beacon/dock_marker/attackby()
return
/obj/structure/marker_beacon/dock_marker/attack_hand()
return
/obj/structure/marker_beacon/dock_marker/AltClick()
return
/obj/structure/marker_beacon/dock_marker/collision
name = "collision beacon"
desc = "A Prism-brand collision illumination device. It is anchored in place and glowing steadily."
icon_state = "markerburgundy-on"
/obj/structure/marker_beacon/dock_marker/collision/update_icon_state()
set_light(light_range, light_power, LIGHT_COLOR_FLARE)