mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-27 18:42:19 +00:00
The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed. Players can now be job banned from being a pAI. Added null checks to explosion() due to runtime errors. Changelog updated git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -133,20 +133,24 @@ var/showadminmessages = 1
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if(jobban_isbanned(M, job))
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jobs += "<a href='?src=\ref[src];jobban3=[job];jobban4=\ref[M]'><font color=red>[dd_replacetext(job, " ", " ")]</font></a> "
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else
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jobs += "<a href='?src=\ref[src];jobban3=[job];jobban4=\ref[M]'>[dd_replacetext(job, " ", " ")]</a> " //why doesn't this work the stupid cunt
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jobs += "<a href='?src=\ref[src];jobban3=[job];jobban4=\ref[M]'>[dd_replacetext(job, " ", " ")]</a> "
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if(jobban_isbanned(M, "Captain"))
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jobs += "<a href='?src=\ref[src];jobban3=Captain;jobban4=\ref[M]'><font color=red>Captain</font></a> "
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else
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jobs += "<a href='?src=\ref[src];jobban3=Captain;jobban4=\ref[M]'>Captain</a> " //why doesn't this work the stupid cunt
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jobs += "<a href='?src=\ref[src];jobban3=Captain;jobban4=\ref[M]'>Captain</a> "
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if(jobban_isbanned(M, "Syndicate"))
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jobs += "<BR><a href='?src=\ref[src];jobban3=Syndicate;jobban4=\ref[M]'><font color=red>[dd_replacetext("Syndicate", " ", " ")]</font></a> "
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else
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jobs += "<BR><a href='?src=\ref[src];jobban3=Syndicate;jobban4=\ref[M]'>[dd_replacetext("Syndicate", " ", " ")]</a> " //why doesn't this work the stupid cunt
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jobs += "<BR><a href='?src=\ref[src];jobban3=Syndicate;jobban4=\ref[M]'>[dd_replacetext("Syndicate", " ", " ")]</a> "
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if(jobban_isbanned(M, "pAI"))
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jobs += "<BR><a href='?src=\ref[src];jobban3=pAI;jobban4=\ref[M]'><font color=red>pAI</font></a> "
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else
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jobs += "<BR><a href='?src=\ref[src];jobban3=pAI;jobban4=\ref[M]'>pAI</a> "
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body = "<br>[jobs]<br><br>"
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dat = "<tt>[header][body]</tt>"
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usr << browse(dat, "window=jobban2;size=600x150")
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usr << browse(dat, "window=jobban2;size=600x180")
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return
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if(href_list["jobban3"])
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@@ -1317,13 +1321,7 @@ var/showadminmessages = 1
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var/ok = 0
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switch(href_list["secretsadmin"])
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if("clear_bombs")
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for(var/obj/item/assembly/r_i_ptank/O in world)
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del(O)
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for(var/obj/item/assembly/m_i_ptank/O in world)
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del(O)
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for(var/obj/item/assembly/t_i_ptank/O in world)
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del(O)
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ok = 1
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//I do nothing
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if("list_bombers")
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var/dat = "<B>Bombing List<HR>"
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for(var/l in bombers)
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@@ -0,0 +1,102 @@
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/*
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Desc: Sorta a hack/workaround to get interfaceish things into this engine.
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To use an interface just override the proc in your object and set it to return true.
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If an object returns true for one of these it should have ALL of the commented out procs and vars defined in its class.
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*/
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/*
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Name: IsAssembly
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Desc: If true is an assembly that can work with the holder
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*/
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/obj/proc/IsAssembly()
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return 0
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/*
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var
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secured = 1
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small_icon_state_left = null
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small_icon_state_right = null
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list/small_icon_state_overlays = null
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obj/holder = null
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cooldown = 0//To prevent spam
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proc
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Activate()//Called when this assembly is pulsed by another one
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Secure()//Code that has to happen when the assembly is ready goes here
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Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
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Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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IsAssembly()
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return 1
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Process_cooldown()
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cooldown--
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if(cooldown <= 0) return 0
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spawn(10)
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Process_cooldown()
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return 1
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Activate()
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if((!secured) || (cooldown > 0))//Make sure to add something using cooldown or such to prevent spam
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return 0
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cooldown = 2
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spawn(10)
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Process_cooldown()
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return 0
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Secure()
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if(secured)
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return 0
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secured = 1
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return 1
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Unsecure()
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if(!secured)
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return 0
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secured = 0
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return 1
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Attach_Assembly(var/obj/A, var/mob/user)
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holder = new/obj/item/device/assembly_holder(get_turf(src))
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if(holder:attach(A,src,user))
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user.show_message("\blue You attach the [A.name] to the [src.name]!")
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return 1
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return 0
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(W.IsAssembly())
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var/obj/item/device/D = W
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if((!D:secured) && (!src.secured))
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Attach_Assembly(D,user)
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if(isscrewdriver(W))
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if(src.secured)
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Unsecure()
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user.show_message("\blue The [src.name] can now be attached!")
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else
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Secure()
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user.show_message("\blue The [src.name] is ready!")
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return
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else
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..()
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return
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*/
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/*
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Name: IsAssemblyHolder
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Desc: If true is an object that can hold an assemblyholder object
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*/
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/obj/proc/IsAssemblyHolder()
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return 0
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/*
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proc
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Process_Activation(var/obj/item/device/D)
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*/
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172
code/modules/assembly/holder.dm
Normal file
172
code/modules/assembly/holder.dm
Normal file
@@ -0,0 +1,172 @@
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/obj/item/device/assembly_holder
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name = "Assembly"
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desc = "Holds various devices"//Fix this by adding dynamic desc
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icon = 'new_assemblies.dmi'
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icon_state = "holder"
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 100
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throwforce = 5
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w_class = 1.0
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throw_speed = 3
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throw_range = 10
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var
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secured = 0
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obj/item/device/assembly_left = null
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obj/item/device/assembly_right = null
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//The "other" thing will go here
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proc
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attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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Process_Activation(var/obj/item/device/D)
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IsAssemblyHolder()
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return 1
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attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
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if((!D)||(!D2)) return 0
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if((!D.IsAssembly())||(!D2.IsAssembly())) return 0
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if((D:secured)||(D2:secured)) return 0
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if(user)
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user.remove_from_mob(D)
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user.remove_from_mob(D2)
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D:holder = src
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D2:holder = src
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D.loc = src
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D2.loc = src
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assembly_left = D
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assembly_right = D2
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src.name = "[D.name] [D2.name] assembly"
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update_icon()
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return 1
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update_icon()
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src.overlays = null
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if(assembly_left)
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src.overlays += assembly_left:small_icon_state_left
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for(var/O in assembly_left:small_icon_state_overlays)
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src.overlays += text("[]_l", O)
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if(assembly_right)
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src.overlays += assembly_right:small_icon_state_right
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for(var/O in assembly_right:small_icon_state_overlays)
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src.overlays += text("[]_r", O)
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// if(other)
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// other.update_icon()
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examine()
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set src in view()
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..()
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if ((in_range(src, usr) || src.loc == usr))
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if (src.secured)
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usr.show_message("The [src.name] is ready!")
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else
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usr.show_message("The [src.name] can be attached!")
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return
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HasProximity(atom/movable/AM as mob|obj)
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if(!assembly_left || !assembly_right) return 0
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assembly_left.HasProximity(AM)
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assembly_right.HasProximity(AM)
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Move()//I dont like this but it will do for now
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var/t = src.dir
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..()
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if(istype(assembly_left,/obj/item/device/infra))
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assembly_left.dir = t
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del(assembly_left:first)
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if(istype(assembly_right,/obj/item/device/infra))
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assembly_right.dir = t
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del(assembly_right:first)
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return
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attack_hand()//I dont like this one either
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if(istype(assembly_left,/obj/item/device/infra))
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del(assembly_left:first)
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if(istype(assembly_right,/obj/item/device/infra))
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del(assembly_right:first)
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..()
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return
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isscrewdriver(W))
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if(!assembly_left || !assembly_right)
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user.show_message("\red Assembly part missing!")
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return
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if(src.secured)
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src.secured = 0
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assembly_left:Unsecure()
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assembly_right:Unsecure()
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user.show_message("\blue The [src.name] can now be taken apart!")
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else
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src.secured = 1
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assembly_left:Secure()
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assembly_right:Secure()
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user.show_message("\blue The [src.name] is ready!")
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update_icon()
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return
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else
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..()
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return
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attack_self(mob/user as mob)
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src.add_fingerprint(user)
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if(src.secured)
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if(!assembly_left || !assembly_right)
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user.show_message("\red Assembly part missing!")
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return
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if(istype(assembly_left,assembly_right.type))//If they are the same type it causes issues due to window code
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switch(alert("Which side would you like to use?",,"Left","Right"))
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if("Left")
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assembly_left.attack_self(user)
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if("Right")
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assembly_right.attack_self(user)
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return
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else
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assembly_left.attack_self(user)
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assembly_right.attack_self(user)
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else
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var/turf/T = get_turf(src)
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if(!T) return 0
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if(assembly_left)
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assembly_left:holder = null
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assembly_left.loc = T
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if(assembly_right)
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assembly_right:holder = null
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assembly_right.loc = T
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spawn(0)
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del(src)
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return
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Process_Activation(var/obj/item/device/D)
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if(!D) return 0
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if(assembly_left == D)
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assembly_right:Activate()
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//If anymore things can be on a holder this will have to be edited
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else if(assembly_right == D)
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assembly_left:Activate()
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// else if(assemblyother == D)
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// assembly_left.Activate()
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// assembly_right.Activate()
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return 1
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110
code/modules/assembly/igniter.dm
Normal file
110
code/modules/assembly/igniter.dm
Normal file
@@ -0,0 +1,110 @@
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/obj/item/device/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustable substances. Does not function well as a lighter."
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icon = 'new_assemblies.dmi'
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icon_state = "igniter"
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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m_amt = 100
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throwforce = 5
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w_class = 1.0
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throw_speed = 3
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throw_range = 10
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var
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secured = 1
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small_icon_state_left = "igniter_left"
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small_icon_state_right = "igniter_right"
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list/small_icon_state_overlays = null
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obj/holder = null
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cooldown = 0
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proc
|
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Activate()//Called when this assembly is pulsed by another one
|
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Secure()
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Unsecure()
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Attach_Assembly(var/obj/A, var/mob/user)
|
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Process_cooldown()
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IsAssembly()
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return 1
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|
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|
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Process_cooldown()
|
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src.cooldown--
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if(src.cooldown <= 0) return 0
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spawn(10)
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src.Process_cooldown()
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return 1
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|
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Activate()
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if((!secured) || (cooldown > 0))
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return 0
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var/turf/location = get_turf(src.loc)
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if(location)
|
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location.hotspot_expose(1000,1000)
|
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cooldown = 2
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spawn(10)
|
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Process_cooldown()
|
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return 1
|
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|
||||
|
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Secure()
|
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if(secured)
|
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return 0
|
||||
secured = 1
|
||||
return 1
|
||||
|
||||
|
||||
Unsecure()
|
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if(!secured)
|
||||
return 0
|
||||
secured = 0
|
||||
return 1
|
||||
|
||||
|
||||
Attach_Assembly(var/obj/A, var/mob/user)
|
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holder = new/obj/item/device/assembly_holder(get_turf(src))
|
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if(holder:attach(A,src,user))
|
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user.show_message("\blue You attach the [A.name] to the [src.name]!")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(W.IsAssembly())
|
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var/obj/item/device/D = W
|
||||
if((!D:secured) && (!src.secured))
|
||||
Attach_Assembly(D,user)
|
||||
if(isscrewdriver(W))
|
||||
if(src.secured)
|
||||
Unsecure()
|
||||
user.show_message("\blue The [src.name] can now be attached!")
|
||||
else
|
||||
Secure()
|
||||
user.show_message("\blue The [src.name] is ready!")
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
src.add_fingerprint(user)
|
||||
spawn( 5 )
|
||||
Activate()
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
if ((in_range(src, usr) || src.loc == usr))
|
||||
if (src.secured)
|
||||
usr.show_message("The [src.name] is ready!")
|
||||
else
|
||||
usr.show_message("The [src.name] can be attached!")
|
||||
return
|
||||
338
code/modules/assembly/infrared.dm
Normal file
338
code/modules/assembly/infrared.dm
Normal file
@@ -0,0 +1,338 @@
|
||||
/obj/item/device/infra
|
||||
name = "Infrared Beam"
|
||||
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
|
||||
icon = 'new_assemblies.dmi'
|
||||
icon_state = "infrared_old"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
w_class = 2.0
|
||||
item_state = "electronic"
|
||||
m_amt = 150
|
||||
origin_tech = "magnets=2"
|
||||
var
|
||||
secured = 0
|
||||
small_icon_state_left = "infrared_left"
|
||||
small_icon_state_right = "infrared_right"
|
||||
list/small_icon_state_overlays = null
|
||||
obj/holder = null
|
||||
cooldown = 0//To prevent spam
|
||||
scanning = 0
|
||||
visible = 0
|
||||
obj/beam/i_beam/first = null
|
||||
|
||||
proc
|
||||
Activate()//Called when this assembly is pulsed by another one
|
||||
Secure()//Code that has to happen when the assembly is ready goes here
|
||||
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
|
||||
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
|
||||
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
|
||||
beam_trigger()
|
||||
|
||||
|
||||
IsAssembly()
|
||||
return 1
|
||||
|
||||
|
||||
Process_cooldown()
|
||||
cooldown--
|
||||
if(cooldown <= 0) return 0
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return 1
|
||||
|
||||
|
||||
Activate()
|
||||
if((!secured) || (cooldown > 0))
|
||||
return 0
|
||||
cooldown = 2
|
||||
src.scanning = !src.scanning
|
||||
update_icon()
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return 0
|
||||
|
||||
|
||||
Secure()
|
||||
if(secured)
|
||||
return 0
|
||||
secured = 1
|
||||
processing_items.Add(src)//removal is taken care of it process()
|
||||
return 1
|
||||
|
||||
|
||||
Unsecure()
|
||||
if(!secured)
|
||||
return 0
|
||||
secured = 0
|
||||
return 1
|
||||
|
||||
|
||||
Attach_Assembly(var/obj/A, var/mob/user)
|
||||
holder = new/obj/item/device/assembly_holder(get_turf(src))
|
||||
if(holder:attach(A,src,user))
|
||||
user.show_message("\blue You attach the [A.name] to the [src.name]!")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(W.IsAssembly())
|
||||
var/obj/item/device/D = W
|
||||
if((!D:secured) && (!src.secured))
|
||||
Attach_Assembly(D,user)
|
||||
if(isscrewdriver(W))
|
||||
if(src.secured)
|
||||
Unsecure()
|
||||
user.show_message("\blue The [src.name] can now be attached!")
|
||||
else
|
||||
Secure()
|
||||
user.show_message("\blue The [src.name] is ready!")
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
update_icon()
|
||||
src.overlays = null
|
||||
src.small_icon_state_overlays = list()
|
||||
if(scanning)
|
||||
src.overlays += text("infrared_old2")
|
||||
src.small_icon_state_overlays += text("infrared_on")
|
||||
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
if(!scanning)
|
||||
if(!src.first)
|
||||
del(src.first)
|
||||
|
||||
if ((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
|
||||
var/obj/beam/i_beam/I = new /obj/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
|
||||
I.master = src
|
||||
I.density = 1
|
||||
I.dir = src.dir
|
||||
step(I, I.dir)
|
||||
if (I)
|
||||
I.density = 0
|
||||
src.first = I
|
||||
I.vis_spread(src.visible)
|
||||
spawn( 0 )
|
||||
if (I)
|
||||
//world << "infra: setting limit"
|
||||
I.limit = 8
|
||||
//world << "infra: processing beam \ref[I]"
|
||||
I.process()
|
||||
return
|
||||
|
||||
if(!secured)
|
||||
processing_items.Remove(src)
|
||||
return
|
||||
|
||||
|
||||
attack_hand()
|
||||
del(src.first)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
Move()
|
||||
var/t = src.dir
|
||||
..()
|
||||
src.dir = t
|
||||
del(src.first)
|
||||
return
|
||||
|
||||
|
||||
beam_trigger()
|
||||
if((!secured)||(!scanning)||(cooldown > 0)) return 0
|
||||
if((holder)&&(holder.IsAssemblyHolder()))
|
||||
spawn(0)
|
||||
holder:Process_Activation(src)
|
||||
return
|
||||
for(var/mob/O in hearers(null, null))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return
|
||||
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!secured) return
|
||||
user.machine = src
|
||||
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.scanning ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
user << browse(dat, "window=infra")
|
||||
onclose(user, "infra")
|
||||
return
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if(get_dist(src, usr) <= 1)
|
||||
if (href_list["state"])
|
||||
src.scanning = !(src.scanning)
|
||||
update_icon()
|
||||
|
||||
if (href_list["visible"])
|
||||
src.visible = !(src.visible)
|
||||
spawn( 0 )
|
||||
if (src.first)
|
||||
src.first.vis_spread(src.visible)
|
||||
|
||||
if (href_list["close"])
|
||||
usr << browse(null, "window=infra")
|
||||
return
|
||||
|
||||
if(usr)
|
||||
src.attack_self(usr)
|
||||
|
||||
else
|
||||
usr << browse(null, "window=infra")
|
||||
onclose(usr, "infra")
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
verb/rotate()//This really could be better but I dont want to redo it right now
|
||||
set name = "Rotate Infrared Laser"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
src.dir = turn(src.dir, 90)
|
||||
return
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
if ((in_range(src, usr) || src.loc == usr))
|
||||
if (src.secured)
|
||||
usr.show_message("The [src.name] is ready!")
|
||||
else
|
||||
usr.show_message("The [src.name] can be attached!")
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/***************************IBeam*********************************/
|
||||
|
||||
/obj/beam/i_beam
|
||||
name = "i beam"
|
||||
icon = 'projectiles.dmi'
|
||||
icon_state = "ibeam"
|
||||
var/obj/beam/i_beam/next = null
|
||||
var/obj/item/device/infra/master = null
|
||||
var/limit = null
|
||||
var/visible = 0.0
|
||||
var/left = null
|
||||
// var/master = null
|
||||
anchored = 1.0
|
||||
flags = TABLEPASS
|
||||
|
||||
|
||||
/obj/beam/i_beam/proc/hit()
|
||||
//world << "beam \ref[src]: hit"
|
||||
if (src.master)
|
||||
//world << "beam hit \ref[src]: calling master \ref[master].hit"
|
||||
src.master.beam_trigger()
|
||||
//SN src = null
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/proc/vis_spread(v)
|
||||
//world << "i_beam \ref[src] : vis_spread"
|
||||
src.visible = v
|
||||
spawn( 0 )
|
||||
if (src.next)
|
||||
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
|
||||
src.next.vis_spread(v)
|
||||
return
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/proc/process()
|
||||
//world << "i_beam \ref[src] : process"
|
||||
|
||||
if ((src.loc.density || !( src.master )))
|
||||
//SN src = null
|
||||
// world << "beam hit loc [loc] or no master [master], deleting"
|
||||
del(src)
|
||||
return
|
||||
//world << "proccess: [src.left] left"
|
||||
|
||||
if (src.left > 0)
|
||||
src.left--
|
||||
if (src.left < 1)
|
||||
if (!( src.visible ))
|
||||
src.invisibility = 101
|
||||
else
|
||||
src.invisibility = 0
|
||||
else
|
||||
src.invisibility = 0
|
||||
|
||||
|
||||
//world << "now [src.left] left"
|
||||
var/obj/beam/i_beam/I = new /obj/beam/i_beam( src.loc )
|
||||
I.master = src.master
|
||||
I.density = 1
|
||||
I.dir = src.dir
|
||||
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
|
||||
step(I, I.dir)
|
||||
|
||||
if (I)
|
||||
//world << "step worked, now at [I.x] [I.y] [I.z]"
|
||||
if (!( src.next ))
|
||||
//world << "no src.next"
|
||||
I.density = 0
|
||||
//world << "spreading"
|
||||
I.vis_spread(src.visible)
|
||||
src.next = I
|
||||
spawn( 0 )
|
||||
//world << "limit = [src.limit] "
|
||||
if ((I && src.limit > 0))
|
||||
I.limit = src.limit - 1
|
||||
//world << "calling next process"
|
||||
I.process()
|
||||
return
|
||||
else
|
||||
//world << "is a next: \ref[next], deleting beam \ref[I]"
|
||||
//I = null
|
||||
del(I)
|
||||
else
|
||||
//src.next = null
|
||||
//world << "step failed, deleting \ref[src.next]"
|
||||
del(src.next)
|
||||
spawn( 10 )
|
||||
src.process()
|
||||
return
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/Bump()
|
||||
del(src)
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/Bumped()
|
||||
src.hit()
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
|
||||
if (istype(AM, /obj/beam))
|
||||
return
|
||||
spawn( 0 )
|
||||
src.hit()
|
||||
return
|
||||
return
|
||||
|
||||
/obj/beam/i_beam/Del()
|
||||
del(src.next)
|
||||
..()
|
||||
return
|
||||
217
code/modules/assembly/proximity.dm
Normal file
217
code/modules/assembly/proximity.dm
Normal file
@@ -0,0 +1,217 @@
|
||||
/obj/item/device/prox_sensor
|
||||
name = "proximity sensor"
|
||||
desc = "Used for scanning and alerting when someone enters a certain proximity."
|
||||
icon = 'new_assemblies.dmi'
|
||||
icon_state = "prox"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
w_class = 2.0
|
||||
item_state = "electronic"
|
||||
m_amt = 300
|
||||
origin_tech = "magnets=1"
|
||||
|
||||
var
|
||||
secured = 0
|
||||
small_icon_state_left = "prox_left"
|
||||
small_icon_state_right = "prox_right"
|
||||
list/small_icon_state_overlays = null
|
||||
obj/holder = null
|
||||
scanning = 0
|
||||
cooldown = 0//To prevent spam
|
||||
timing = 0
|
||||
time = 0
|
||||
|
||||
proc
|
||||
Activate()//Called when this assembly is pulsed by another one
|
||||
Secure()//Code that has to happen when the assembly is ready goes here
|
||||
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
|
||||
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
|
||||
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
|
||||
toggle_scan()
|
||||
sense()
|
||||
|
||||
|
||||
IsAssembly()
|
||||
return 1
|
||||
|
||||
|
||||
Process_cooldown()
|
||||
src.cooldown--
|
||||
if(src.cooldown <= 0) return 0
|
||||
spawn(10)
|
||||
src.Process_cooldown()
|
||||
return 1
|
||||
|
||||
|
||||
Activate()
|
||||
if((!secured) || (cooldown > 0))
|
||||
return 0
|
||||
cooldown = 2
|
||||
src.timing = !src.timing
|
||||
update_icon()
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return 0
|
||||
|
||||
|
||||
Secure()
|
||||
if(secured) return 0
|
||||
secured = 1
|
||||
processing_items.Add(src)//removal is taken care of it process()
|
||||
return 1
|
||||
|
||||
|
||||
Unsecure()
|
||||
if(!secured) return 0
|
||||
secured = 0
|
||||
return 1
|
||||
|
||||
|
||||
Attach_Assembly(var/obj/A, var/mob/user)
|
||||
holder = new/obj/item/device/assembly_holder(get_turf(src))
|
||||
if(holder:attach(A,src,user))
|
||||
user.show_message("\blue You attach the [A.name] to the [src.name]!")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(W.IsAssembly())
|
||||
var/obj/item/device/D = W
|
||||
if((!D:secured) && (!src.secured))
|
||||
Attach_Assembly(D,user)
|
||||
if(isscrewdriver(W))
|
||||
if(src.secured)
|
||||
Unsecure()
|
||||
user.show_message("\blue The [src.name] can now be attached!")
|
||||
else
|
||||
Secure()
|
||||
user.show_message("\blue The [src.name] is ready!")
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
HasProximity(atom/movable/AM as mob|obj)
|
||||
if (istype(AM, /obj/beam))
|
||||
return
|
||||
if (AM.move_speed < 12)
|
||||
src.sense()
|
||||
return
|
||||
|
||||
|
||||
sense()
|
||||
if((!secured)||(!scanning)||(cooldown > 0)) return 0
|
||||
if((holder)&&(holder.IsAssemblyHolder()))
|
||||
spawn(0)
|
||||
holder:Process_Activation(src)
|
||||
return
|
||||
for(var/mob/O in hearers(null, null))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
if((src.timing) && (src.time >= 0))
|
||||
src.time--
|
||||
if(src.time <= 0)
|
||||
src.timing = 0
|
||||
src.time = 0
|
||||
toggle_scan()
|
||||
|
||||
if(!secured)
|
||||
if(scanning)
|
||||
scanning = 0
|
||||
src.timing = 0
|
||||
processing_items.Remove(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
dropped()
|
||||
spawn(0)
|
||||
src.sense()
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
toggle_scan()
|
||||
if(!secured) return 0
|
||||
scanning = !scanning
|
||||
update_icon()
|
||||
|
||||
|
||||
update_icon()
|
||||
src.overlays = null
|
||||
src.small_icon_state_overlays = list()
|
||||
if(timing)
|
||||
src.overlays += text("prox_timing")
|
||||
src.small_icon_state_overlays += text("prox_timing")
|
||||
if(scanning)
|
||||
src.overlays += text("prox_scanning")
|
||||
src.small_icon_state_overlays += text("prox_scanning")
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
return
|
||||
|
||||
|
||||
Move()
|
||||
..()
|
||||
src.sense()
|
||||
return
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
if ((in_range(src, usr) || src.loc == usr))
|
||||
if (src.secured)
|
||||
usr.show_message("The [src.name] is ready!")
|
||||
else
|
||||
usr.show_message("The [src.name] can be attached!")
|
||||
return
|
||||
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!secured)
|
||||
user.show_message("\red The [src.name] is unsecured!")
|
||||
return 0
|
||||
var/second = src.time % 60
|
||||
var/minute = (src.time - second) / 60
|
||||
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (src.timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
|
||||
dat += "<BR><A href='?src=\ref[src];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
user << browse(dat, "window=prox")
|
||||
onclose(user, "prox")
|
||||
return
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if(get_dist(src, usr) <= 1)
|
||||
if (href_list["scanning"])
|
||||
toggle_scan()
|
||||
|
||||
if (href_list["time"])
|
||||
src.timing = text2num(href_list["time"])
|
||||
update_icon()
|
||||
|
||||
if (href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
src.time += tp
|
||||
src.time = min(max(round(src.time), 0), 600)
|
||||
|
||||
if (href_list["close"])
|
||||
usr << browse(null, "window=prox")
|
||||
return
|
||||
|
||||
if(usr)
|
||||
src.attack_self(usr)
|
||||
|
||||
else
|
||||
usr << browse(null, "window=prox")
|
||||
return
|
||||
2
code/modules/assembly/signaler.dm
Normal file
2
code/modules/assembly/signaler.dm
Normal file
@@ -0,0 +1,2 @@
|
||||
//Signalers are now an assembly item, not sure if I should put it in here.
|
||||
//Currently in game/objects/radio/signaler.dm
|
||||
180
code/modules/assembly/timer.dm
Normal file
180
code/modules/assembly/timer.dm
Normal file
@@ -0,0 +1,180 @@
|
||||
/obj/item/device/timer
|
||||
name = "timer"
|
||||
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
|
||||
icon = 'new_assemblies.dmi'
|
||||
icon_state = "timer"
|
||||
item_state = "electronic"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
w_class = 2.0
|
||||
m_amt = 100
|
||||
var
|
||||
secured = 0
|
||||
small_icon_state_left = "timer_left"
|
||||
small_icon_state_right = "timer_right"
|
||||
list/small_icon_state_overlays = null
|
||||
obj/holder = null
|
||||
cooldown = 0//To prevent spam
|
||||
timing = 0
|
||||
time = 0
|
||||
|
||||
proc
|
||||
Activate()//Called when this assembly is pulsed by another one
|
||||
Secure()//Code that has to happen when the assembly is ready goes here
|
||||
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
|
||||
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
|
||||
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
|
||||
timer_end()
|
||||
|
||||
IsAssembly()
|
||||
return 1
|
||||
|
||||
|
||||
Process_cooldown()
|
||||
cooldown--
|
||||
if(cooldown <= 0) return 0
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return 1
|
||||
|
||||
|
||||
Activate()
|
||||
if((!secured) || (cooldown > 0))
|
||||
return 0
|
||||
cooldown = 2
|
||||
src.timing = !src.timing
|
||||
update_icon()
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return 0
|
||||
|
||||
|
||||
Secure()
|
||||
if(secured)
|
||||
return 0
|
||||
processing_items.Add(src)//removal is taken care of it process()
|
||||
secured = 1
|
||||
return 1
|
||||
|
||||
|
||||
Unsecure()
|
||||
if(!secured)
|
||||
return 0
|
||||
secured = 0
|
||||
return 1
|
||||
|
||||
|
||||
Attach_Assembly(var/obj/A, var/mob/user)
|
||||
holder = new/obj/item/device/assembly_holder(get_turf(src))
|
||||
if(holder:attach(A,src,user))
|
||||
user.show_message("\blue You attach the [A.name] to the [src.name]!")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(W.IsAssembly())
|
||||
var/obj/item/device/D = W
|
||||
if((!D:secured) && (!src.secured))
|
||||
Attach_Assembly(D,user)
|
||||
if(isscrewdriver(W))
|
||||
if(src.secured)
|
||||
Unsecure()
|
||||
user.show_message("\blue The [src.name] can now be attached!")
|
||||
else
|
||||
Secure()
|
||||
user.show_message("\blue The [src.name] is ready!")
|
||||
return
|
||||
else
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
timer_end()
|
||||
if((!secured)||(cooldown > 0)) return 0
|
||||
if((holder)&&(holder.IsAssemblyHolder()))
|
||||
spawn(0)
|
||||
holder:Process_Activation(src)
|
||||
return
|
||||
for(var/mob/O in hearers(null, null))
|
||||
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
|
||||
cooldown = 2
|
||||
spawn(10)
|
||||
Process_cooldown()
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
if((src.timing) && (src.time >= 0))
|
||||
src.time--
|
||||
if(src.time <= 0)
|
||||
src.timing = 0
|
||||
src.time = 0
|
||||
timer_end()
|
||||
update_icon()
|
||||
|
||||
if(!secured)
|
||||
src.timing = 0
|
||||
processing_items.Remove(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
update_icon()
|
||||
src.overlays = null
|
||||
src.small_icon_state_overlays = list()
|
||||
if(timing)
|
||||
src.overlays += text("timer_timing")
|
||||
src.small_icon_state_overlays += text("timer_timing")
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
return
|
||||
|
||||
|
||||
examine()
|
||||
set src in view()
|
||||
..()
|
||||
if ((in_range(src, usr) || src.loc == usr))
|
||||
if (src.secured)
|
||||
usr.show_message("The [src.name] is ready!")
|
||||
else
|
||||
usr.show_message("The [src.name] can be attached!")
|
||||
return
|
||||
|
||||
|
||||
attack_self(mob/user as mob)
|
||||
if(!secured)
|
||||
user.show_message("\red The [src.name] is unsecured!")
|
||||
return 0
|
||||
var/second = src.time % 60
|
||||
var/minute = (src.time - second) / 60
|
||||
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (src.timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
|
||||
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
|
||||
user << browse(dat, "window=timer")
|
||||
onclose(user, "timer")
|
||||
return
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
..()
|
||||
if(get_dist(src, usr) <= 1)
|
||||
|
||||
if (href_list["time"])
|
||||
src.timing = text2num(href_list["time"])
|
||||
update_icon()
|
||||
|
||||
if (href_list["tp"])
|
||||
var/tp = text2num(href_list["tp"])
|
||||
src.time += tp
|
||||
src.time = min(max(round(src.time), 0), 600)
|
||||
|
||||
if (href_list["close"])
|
||||
usr << browse(null, "window=timer")
|
||||
return
|
||||
|
||||
if(usr)
|
||||
src.attack_self(usr)
|
||||
|
||||
else
|
||||
usr << browse(null, "window=timer")
|
||||
return
|
||||
@@ -28,8 +28,8 @@
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/assembly/time_ignite) && !stage && path != 2)
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)//TODO:Have grenades use the new assembly things
|
||||
if(istype(W,/obj/item/device/assembly_holder) && !stage && path != 2)
|
||||
path = 1
|
||||
user << "\blue You add [W] to the metal casing."
|
||||
playsound(src.loc, 'Screwdriver2.ogg', 25, -3)
|
||||
|
||||
@@ -161,6 +161,8 @@ var/datum/paiController/paiController // Global handler for pAI candidates
|
||||
|
||||
proc/requestRecruits()
|
||||
for(var/mob/dead/observer/O in world)
|
||||
if(jobban_isbanned(O, "pAI"))
|
||||
continue
|
||||
if(asked.Find(O.key))
|
||||
if(world.time < asked[O.key] + askDelay)
|
||||
continue
|
||||
|
||||
@@ -1269,6 +1269,8 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
onclose(user, "mob[name]")
|
||||
return
|
||||
|
||||
|
||||
|
||||
/mob/proc/u_equip(W as obj)
|
||||
if (W == r_hand)
|
||||
r_hand = null
|
||||
@@ -1280,8 +1282,18 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
|
||||
back = null
|
||||
else if (W == wear_mask)
|
||||
wear_mask = null
|
||||
|
||||
update_clothing()
|
||||
return
|
||||
|
||||
|
||||
//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
|
||||
/mob/proc/remove_from_mob(var/obj/O)
|
||||
src.u_equip(O)
|
||||
if (src.client)
|
||||
src.client.screen -= O
|
||||
O.layer = initial(O.layer)
|
||||
O.screen_loc = null
|
||||
return 1
|
||||
|
||||
|
||||
/mob/proc/ret_grab(obj/list_container/mobl/L as obj, flag)
|
||||
|
||||
@@ -1,344 +0,0 @@
|
||||
//UltraLight system, by Sukasa
|
||||
|
||||
var
|
||||
const
|
||||
UL_LUMINOSITY = 0
|
||||
UL_SQUARELIGHT = 0
|
||||
|
||||
UL_RGB = 1
|
||||
UL_ROUNDLIGHT = 2
|
||||
|
||||
UL_I_FALLOFF_SQUARE = 0
|
||||
UL_I_FALLOFF_ROUND = 1
|
||||
|
||||
UL_I_LUMINOSITY = 0
|
||||
UL_I_RGB = 1
|
||||
|
||||
UL_I_LIT = 0
|
||||
UL_I_EXTINGUISHED = 1
|
||||
UL_I_ONZERO = 2
|
||||
|
||||
ul_LightingEnabled = 1
|
||||
ul_LightingResolution = 1
|
||||
ul_Steps = 7
|
||||
ul_LightingModel = UL_I_RGB
|
||||
ul_FalloffStyle = UL_I_FALLOFF_ROUND
|
||||
ul_TopLuminosity = 0
|
||||
ul_Layer = 10
|
||||
ul_SuppressLightLevelChanges = 0
|
||||
|
||||
list/ul_FastRoot = list(0, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5,
|
||||
5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
|
||||
7, 7)
|
||||
|
||||
|
||||
proc
|
||||
ul_Clamp(var/Value)
|
||||
return min(max(Value, 0), ul_Steps)
|
||||
|
||||
atom
|
||||
var
|
||||
LuminosityRed = 0
|
||||
LuminosityGreen = 0
|
||||
LuminosityBlue = 0
|
||||
|
||||
ul_Extinguished = UL_I_ONZERO
|
||||
|
||||
proc
|
||||
ul_SetLuminosity(var/Red, var/Green = Red, var/Blue = Red)
|
||||
|
||||
if(LuminosityRed == Red && LuminosityGreen == Green && LuminosityBlue == Blue)
|
||||
return //No point doing all that work if it won't have any effect anyways...
|
||||
|
||||
if (ul_Extinguished == UL_I_EXTINGUISHED)
|
||||
LuminosityRed = Red
|
||||
LuminosityGreen = Green
|
||||
LuminosityBlue = Blue
|
||||
|
||||
return
|
||||
|
||||
if (ul_IsLuminous())
|
||||
ul_Extinguish()
|
||||
|
||||
LuminosityRed = Red
|
||||
LuminosityGreen = Green
|
||||
LuminosityBlue = Blue
|
||||
|
||||
ul_Extinguished = UL_I_ONZERO
|
||||
|
||||
if (ul_IsLuminous())
|
||||
ul_Illuminate()
|
||||
|
||||
return
|
||||
|
||||
ul_Illuminate()
|
||||
if (ul_Extinguished == UL_I_LIT)
|
||||
return
|
||||
|
||||
ul_Extinguished = UL_I_LIT
|
||||
|
||||
ul_UpdateTopLuminosity()
|
||||
luminosity = ul_Luminosity()
|
||||
|
||||
for(var/turf/Affected in view(ul_Luminosity(), src))
|
||||
var/Falloff = src.ul_FalloffAmount(Affected)
|
||||
|
||||
var/DeltaRed = LuminosityRed - Falloff
|
||||
var/DeltaGreen = LuminosityGreen - Falloff
|
||||
var/DeltaBlue = LuminosityBlue - Falloff
|
||||
|
||||
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
|
||||
|
||||
Affected.LightLevelRed += max(DeltaRed, 0)
|
||||
Affected.LightLevelGreen += max(DeltaGreen, 0)
|
||||
Affected.LightLevelBlue += max(DeltaBlue, 0)
|
||||
|
||||
Affected.MaxRed += LuminosityRed
|
||||
Affected.MaxGreen += LuminosityGreen
|
||||
Affected.MaxBlue += LuminosityBlue
|
||||
|
||||
Affected.ul_UpdateLight()
|
||||
|
||||
if (ul_SuppressLightLevelChanges == 0)
|
||||
Affected.ul_LightLevelChanged()
|
||||
|
||||
for(var/atom/AffectedAtom in Affected)
|
||||
AffectedAtom.ul_LightLevelChanged()
|
||||
return
|
||||
|
||||
ul_Extinguish()
|
||||
|
||||
if (ul_Extinguished != UL_I_LIT)
|
||||
return
|
||||
|
||||
ul_Extinguished = UL_I_EXTINGUISHED
|
||||
|
||||
for(var/turf/Affected in view(ul_Luminosity(), src))
|
||||
|
||||
var/Falloff = ul_FalloffAmount(Affected)
|
||||
|
||||
var/DeltaRed = LuminosityRed - Falloff
|
||||
var/DeltaGreen = LuminosityGreen - Falloff
|
||||
var/DeltaBlue = LuminosityBlue - Falloff
|
||||
|
||||
if(ul_IsLuminous(DeltaRed, DeltaGreen, DeltaBlue))
|
||||
|
||||
Affected.LightLevelRed -= max(DeltaRed, 0)
|
||||
Affected.LightLevelGreen -= max(DeltaGreen, 0)
|
||||
Affected.LightLevelBlue -= max(DeltaBlue, 0)
|
||||
|
||||
Affected.MaxRed -= LuminosityRed
|
||||
Affected.MaxGreen -= LuminosityGreen
|
||||
Affected.MaxBlue -= LuminosityBlue
|
||||
|
||||
Affected.ul_UpdateLight()
|
||||
|
||||
if (ul_SuppressLightLevelChanges == 0)
|
||||
Affected.ul_LightLevelChanged()
|
||||
|
||||
for(var/atom/AffectedAtom in Affected)
|
||||
AffectedAtom.ul_LightLevelChanged()
|
||||
|
||||
luminosity = 0
|
||||
|
||||
return
|
||||
|
||||
ul_FalloffAmount(var/atom/ref)
|
||||
if (ul_FalloffStyle == UL_I_FALLOFF_ROUND)
|
||||
var/x = (ref.x - src.x)
|
||||
var/y = (ref.y - src.y)
|
||||
if ((x*x + y*y) > ul_FastRoot.len)
|
||||
for(var/i = ul_FastRoot.len, i <= x*x+y*y, i++)
|
||||
ul_FastRoot += round(sqrt(x*x+y*y))
|
||||
return round(ul_LightingResolution * ul_FastRoot[x*x + y*y + 1], 1)
|
||||
|
||||
else if (ul_FalloffStyle == UL_I_FALLOFF_SQUARE)
|
||||
return get_dist(src, ref)
|
||||
|
||||
return 0
|
||||
|
||||
ul_SetOpacity(var/NewOpacity)
|
||||
if(opacity != NewOpacity)
|
||||
|
||||
var/list/Blanked = ul_BlankLocal()
|
||||
var/atom/T = src
|
||||
while(T && !isturf(T))
|
||||
T = T.loc
|
||||
|
||||
opacity = NewOpacity
|
||||
|
||||
if(T)
|
||||
T:LightLevelRed = 0
|
||||
T:LightLevelGreen = 0
|
||||
T:LightLevelBlue = 0
|
||||
|
||||
ul_UnblankLocal(Blanked)
|
||||
|
||||
return
|
||||
|
||||
ul_UnblankLocal(var/list/ReApply = view(ul_TopLuminosity, src))
|
||||
for(var/atom/Light in ReApply)
|
||||
if(Light.ul_IsLuminous())
|
||||
Light.ul_Illuminate()
|
||||
|
||||
return
|
||||
|
||||
ul_BlankLocal()
|
||||
var/list/Blanked = list( )
|
||||
var/TurfAdjust = isturf(src) ? 1 : 0
|
||||
|
||||
for(var/atom/Affected in view(ul_TopLuminosity, src))
|
||||
if(Affected.ul_IsLuminous() && Affected.ul_Extinguished == UL_I_LIT && (ul_FalloffAmount(Affected) <= Affected.luminosity + TurfAdjust))
|
||||
Affected.ul_Extinguish()
|
||||
Blanked += Affected
|
||||
|
||||
return Blanked
|
||||
|
||||
ul_UpdateTopLuminosity()
|
||||
|
||||
if (ul_TopLuminosity < LuminosityRed)
|
||||
ul_TopLuminosity = LuminosityRed
|
||||
|
||||
if (ul_TopLuminosity < LuminosityGreen)
|
||||
ul_TopLuminosity = LuminosityGreen
|
||||
|
||||
if (ul_TopLuminosity < LuminosityBlue)
|
||||
ul_TopLuminosity = LuminosityBlue
|
||||
|
||||
return
|
||||
|
||||
ul_Luminosity()
|
||||
return max(LuminosityRed, LuminosityGreen, LuminosityBlue)
|
||||
|
||||
ul_IsLuminous(var/Red = LuminosityRed, var/Green = LuminosityGreen, var/Blue = LuminosityBlue)
|
||||
return (Red > 0 || Green > 0 || Blue > 0)
|
||||
|
||||
ul_LightLevelChanged()
|
||||
//Designed for client projects to use. Called on items when the turf they are in has its light level changed
|
||||
return
|
||||
|
||||
New()
|
||||
..()
|
||||
if(ul_IsLuminous())
|
||||
spawn(1)
|
||||
ul_Illuminate()
|
||||
return
|
||||
|
||||
Del()
|
||||
if(ul_IsLuminous())
|
||||
ul_Extinguish()
|
||||
|
||||
..()
|
||||
|
||||
return
|
||||
|
||||
movable
|
||||
Move()
|
||||
ul_Extinguish()
|
||||
..()
|
||||
ul_Illuminate()
|
||||
return
|
||||
|
||||
turf
|
||||
var
|
||||
LightLevelRed = 0
|
||||
LightLevelGreen = 0
|
||||
LightLevelBlue = 0
|
||||
|
||||
list/MaxRed = list( )
|
||||
list/MaxGreen = list( )
|
||||
list/MaxBlue = list( )
|
||||
|
||||
proc
|
||||
|
||||
ul_GetRed()
|
||||
return ul_Clamp(min(LightLevelRed, max(MaxRed)))
|
||||
ul_GetGreen()
|
||||
return ul_Clamp(min(LightLevelGreen, max(MaxGreen)))
|
||||
ul_GetBlue()
|
||||
return ul_Clamp(min(LightLevelBlue, max(MaxBlue)))
|
||||
|
||||
ul_UpdateLight()
|
||||
|
||||
var/area/CurrentArea = loc
|
||||
|
||||
if(!isarea(CurrentArea) || !CurrentArea.ul_Lighting)
|
||||
return
|
||||
|
||||
var/LightingTag = copytext(CurrentArea.tag, 1, findtext(CurrentArea.tag, ":UL")) + ":UL[ul_GetRed()]_[ul_GetGreen()]_[ul_GetBlue()]"
|
||||
|
||||
if(CurrentArea.tag != LightingTag)
|
||||
var/area/NewArea = locate(LightingTag)
|
||||
|
||||
if(!NewArea)
|
||||
NewArea = new CurrentArea.type()
|
||||
NewArea.tag = LightingTag
|
||||
|
||||
for(var/V in CurrentArea.vars - "contents")
|
||||
if(issaved(CurrentArea.vars[V]))
|
||||
NewArea.vars[V] = CurrentArea.vars[V]
|
||||
|
||||
NewArea.tag = LightingTag
|
||||
|
||||
NewArea.ul_Light(ul_GetRed(), ul_GetGreen(), ul_GetBlue())
|
||||
|
||||
|
||||
NewArea.contents += src
|
||||
|
||||
return
|
||||
|
||||
ul_Recalculate()
|
||||
|
||||
ul_SuppressLightLevelChanges++
|
||||
|
||||
var/list/Lights = ul_BlankLocal()
|
||||
|
||||
LightLevelRed = 0
|
||||
LightLevelGreen = 0
|
||||
LightLevelBlue = 0
|
||||
|
||||
ul_UnblankLocal(Lights)
|
||||
|
||||
ul_SuppressLightLevelChanges--
|
||||
|
||||
return
|
||||
|
||||
area
|
||||
var
|
||||
ul_Overlay = null
|
||||
ul_Lighting = 1
|
||||
|
||||
LightLevelRed = 0
|
||||
LightLevelGreen = 0
|
||||
LightLevelBlue = 0
|
||||
|
||||
proc
|
||||
ul_Light(var/Red = LightLevelRed, var/Green = LightLevelGreen, var/Blue = LightLevelBlue)
|
||||
|
||||
if(!src || !src.ul_Lighting)
|
||||
return
|
||||
|
||||
overlays -= ul_Overlay
|
||||
|
||||
LightLevelRed = Red
|
||||
LightLevelGreen = Green
|
||||
LightLevelBlue = Blue
|
||||
|
||||
luminosity = ul_IsLuminous(LightLevelRed, LightLevelGreen, LightLevelBlue)
|
||||
|
||||
ul_Overlay = image('ULIcons.dmi', , num2text(LightLevelRed) + "-" + num2text(LightLevelGreen) + "-" + num2text(LightLevelBlue), ul_Layer)
|
||||
|
||||
overlays += ul_Overlay
|
||||
|
||||
return
|
||||
|
||||
ul_Prep()
|
||||
|
||||
if(!tag)
|
||||
tag = "[type]"
|
||||
if(ul_Lighting)
|
||||
if(!findtext(tag,":UL"))
|
||||
ul_Light()
|
||||
//world.log << tag
|
||||
|
||||
return
|
||||
Reference in New Issue
Block a user