Files
Polaris/code/modules/power/singularity/emitter.dm
mport2004@gmail.com 54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00

184 lines
4.7 KiB
Plaintext

/obj/machinery/emitter
name = "Emitter"
desc = "A heavy duty industrial laser"
icon = 'singularity.dmi'
icon_state = "Emitter"
anchored = 0
density = 1
req_access = list(access_engine)
var/active = 0
var/fire_delay = 100
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = 0
use_power = 1
idle_power_usage = 10
active_power_usage = 300
verb/rotate()
set name = "Rotate"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 90)
return 1
New()
..()
return
update_icon()
if (active && !(stat & (NOPOWER|BROKEN)))
icon_state = "Emitter +a"
else
icon_state = "Emitter"
attack_hand(mob/user as mob)
src.add_fingerprint(user)
if(state == 2)
if(!src.locked || istype(user, /mob/living/silicon))
if(src.active==1)
src.active = 0
user << "You turn off the [src]."
src.use_power = 1
else
src.active = 1
user << "You turn on the [src]."
src.shot_number = 0
src.fire_delay = 100
src.use_power = 2
update_icon()
else
user << "The controls are locked!"
else
user << "The [src] needs to be firmly secured to the floor first."
return 1
emp_act()//Emitters are hardened but still might have issues
use_power(50)
if(prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = 1
return 1
process()
if(stat & (NOPOWER|BROKEN))
return
if(src.state != 2)
src.active = 0
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
src.last_shot = world.time
if(src.shot_number < 3)
src.fire_delay = 2
src.shot_number ++
else
src.fire_delay = rand(20,100)
src.shot_number = 0
use_power(1000)
var/obj/beam/a_laser/A = new /obj/beam/a_laser( src.loc )
A.icon_state = "u_laser"
playsound(src.loc, 'emitter.ogg', 75, 1)
if(prob(35))
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(5, 1, src)
s.start()
A.dir = src.dir
if(src.dir == 1)//Up
A.yo = 20
A.xo = 0
else if(src.dir == 2)//Down
A.yo = -20
A.xo = 0
else if(src.dir == 4)//Right
A.yo = 0
A.xo = 20
else if(src.dir == 8)//Left
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.process()
attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the [src] first."
return
switch(state)
if(0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
else if(istype(W, /obj/item/weapon/weldingtool))
if(active)
user << "Turn off the [src] first."
return
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
return
if(1)
if (W:remove_fuel(2,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
state = 2
user << "You weld the [src] to the floor."
else
user << "\blue You need more welding fuel to complete this task."
return
if(2)
if (W:remove_fuel(2,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
state = 1
user << "You cut the [src] free from the floor."
else
user << "\blue You need more welding fuel to complete this task."
return
else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
return
else
..()
return
power_change()
..()
update_icon()