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machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to. Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted) MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are: The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker. Beach-water now uses an overlay image rather than a separate object. Fixed a typo in the shuttle console. Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy) Removed some junk/placeholder procs like organ/proc/process() return Removed newscasters from the processing machines lists. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
213 lines
5.7 KiB
Plaintext
213 lines
5.7 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser"
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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anchored = 0
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density = 1
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req_access = list(access_engine)
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 300
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var/active = 0
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var/fire_delay = 100
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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/obj/machinery/emitter/verb/rotate()
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set name = "Rotate"
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set category = "Object"
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set src in oview(1)
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.dir = turn(src.dir, 90)
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return 1
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/obj/machinery/emitter/New()
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..()
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return
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/obj/machinery/emitter/Del()
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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
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..()
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/obj/machinery/emitter/update_icon()
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if (active && !(stat & (NOPOWER|BROKEN)))
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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/obj/machinery/emitter/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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if(state == 2)
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if(!src.locked)
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if(src.active==1)
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src.active = 0
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user << "You turn off the [src]."
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src.use_power = 1
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investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
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else
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src.active = 1
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user << "You turn on the [src]."
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src.shot_number = 0
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src.fire_delay = 100
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src.use_power = 2
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investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
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update_icon()
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else
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user << "\red The controls are locked!"
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else
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user << "\red The [src] needs to be firmly secured to the floor first."
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return 1
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/obj/machinery/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
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use_power(1000)
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/* if((severity == 1)&&prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1 */
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return 1
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/obj/machinery/containment_field/meteorhit()
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return 0
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/obj/machinery/emitter/process()
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if(stat & (NOPOWER|BROKEN))
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return
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if(src.state != 2)
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src.active = 0
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return
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if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
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src.last_shot = world.time
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if(src.shot_number < 3)
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src.fire_delay = 2
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src.shot_number ++
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else
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src.fire_delay = rand(20,100)
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src.shot_number = 0
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use_power(1000)
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var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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A.dir = src.dir
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switch(dir)
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if(NORTH)
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A.yo = 20
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A.xo = 0
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if(EAST)
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A.yo = 0
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A.xo = 20
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if(WEST)
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A.yo = 0
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A.xo = -20
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else // Any other
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A.yo = -20
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A.xo = 0
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A.process() //TODO: Carn: check this out
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/obj/machinery/emitter/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(active)
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user << "Turn off the [src] first."
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return
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the [src] to the floor."
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else
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user << "\red You need more welding fuel to complete this task."
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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else
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user << "\red You need more welding fuel to complete this task."
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return
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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user << "\red The lock seems to be broken"
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return
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if(src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is online"
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else
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user << "\red Access denied."
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return
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if(istype(W, /obj/item/weapon/card/emag) && !emagged)
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locked = 0
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emagged = 1
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user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
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return
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..()
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return
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/obj/machinery/emitter/power_change()
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..()
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update_icon()
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return
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