Files
S.P.L.U.R.T-Station-13/code/modules/power/singularity/emitter.dm
2017-08-04 08:41:52 -07:00

509 lines
15 KiB
Plaintext

/obj/machinery/power/emitter
name = "emitter"
desc = "A heavy-duty industrial laser, often used in containment fields and power generation.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
var/icon_state_on = "emitter_+a"
anchored = FALSE
density = TRUE
req_access = list(ACCESS_ENGINE_EQUIP)
// The following 3 vars are mostly for the prototype
var/manual = FALSE
var/charge = 0
var/atom/target = null
use_power = NO_POWER_USE
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
var/fire_delay = 100
var/maximum_fire_delay = 100
var/minimum_fire_delay = 20
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = FALSE
var/projectile_type = /obj/item/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/effect_system/spark_spread/sparks
/obj/machinery/power/emitter/anchored
anchored = TRUE
/obj/machinery/power/emitter/ctf
name = "Energy Cannon"
active = TRUE
active_power_usage = FALSE
idle_power_usage = FALSE
locked = TRUE
req_access_txt = "100"
state = 2
use_power = FALSE
/obj/machinery/power/emitter/New()
..()
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/emitter(null)
B.apply_default_parts(src)
RefreshParts()
wires = new /datum/wires/emitter(src)
/obj/item/weapon/circuitboard/machine/emitter
name = "Emitter (Machine Board)"
build_path = /obj/machinery/power/emitter
origin_tech = "programming=3;powerstorage=4;engineering=4"
req_components = list(
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/weapon/stock_parts/manipulator = 1)
/obj/machinery/power/emitter/RefreshParts()
var/max_firedelay = 120
var/firedelay = 120
var/min_firedelay = 24
var/power_usage = 350
for(var/obj/item/weapon/stock_parts/micro_laser/L in component_parts)
max_firedelay -= 20 * L.rating
min_firedelay -= 4 * L.rating
firedelay -= 20 * L.rating
maximum_fire_delay = max_firedelay
minimum_fire_delay = min_firedelay
fire_delay = firedelay
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
power_usage -= 50 * M.rating
active_power_usage = power_usage
/obj/machinery/power/emitter/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in oview(1)
if(usr.stat || !usr.canmove || usr.restrained())
return
if (src.anchored)
to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
return 0
src.setDir(turn(src.dir, 270))
return 1
/obj/machinery/power/emitter/AltClick(mob/user)
..()
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
else
rotate()
/obj/machinery/power/emitter/Initialize()
. = ..()
if(state == 2 && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, TRUE, src)
/obj/machinery/power/emitter/Destroy()
if(SSticker.IsRoundInProgress())
var/turf/T = get_turf(src)
message_admins("Emitter deleted at [ADMIN_COORDJMP(T)]",0,1)
log_game("Emitter deleted at [COORD(T)]")
investigate_log("<font color='red'>deleted</font> at [get_area(src)] [COORD(T)]", INVESTIGATE_SINGULO)
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon()
if (active && powernet && avail(active_power_usage))
icon_state = icon_state_on
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/attack_hand(mob/user)
src.add_fingerprint(user)
if(state == 2)
if(!powernet)
to_chat(user, "<span class='warning'>The emitter isn't connected to a wire!</span>")
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
to_chat(user, "<span class='notice'>You turn off \the [src].</span>")
message_admins("Emitter turned off by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("Emitter turned off by [key_name(user)] in [COORD(src)]")
investigate_log("turned <font color='red'>off</font> by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO)
else
src.active = 1
to_chat(user, "<span class='notice'>You turn on \the [src].</span>")
src.shot_number = 0
src.fire_delay = maximum_fire_delay
investigate_log("turned <font color='green'>on</font> by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO)
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
else
to_chat(user, "<span class='warning'>The [src] needs to be firmly secured to the floor first!</span>")
return 1
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = 0
anchored = FALSE
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = IDLE_POWER_USE */
return 1
/obj/machinery/power/emitter/process()
if(stat & (BROKEN))
return
if(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
update_icon()
return
if(src.active == 1)
if(!active_power_usage || avail(active_power_usage))
add_load(active_power_usage)
if(!powered)
powered = 1
update_icon()
investigate_log("regained power and turned <font color='green'>on</font> at [get_area(src)]", INVESTIGATE_SINGULO)
else
if(powered)
powered = 0
update_icon()
investigate_log("lost power and turned <font color='red'>off</font> at [get_area(src)]", INVESTIGATE_SINGULO)
log_game("Emitter lost power in ([x],[y],[z])")
return
if(charge <=80)
charge+=5
if(!check_delay() || manual == TRUE)
return FALSE
fire_beam(target)
/obj/machinery/power/emitter/proc/check_delay()
if((src.last_shot + src.fire_delay) <= world.time)
return TRUE
return FALSE
/obj/machinery/power/emitter/proc/fire_beam_pulse()
if(!check_delay())
return FALSE
if(state != 2)
return FALSE
if(avail(active_power_usage))
add_load(active_power_usage)
fire_beam()
/obj/machinery/power/emitter/proc/fire_beam(atom/targeted_atom, mob/user)
var/turf/targets_from = get_turf(src)
if(targeted_atom && (targeted_atom == user || targeted_atom == targets_from || targeted_atom == src))
return
var/obj/item/projectile/P = new projectile_type(targets_from)
playsound(src.loc, projectile_sound, 50, 1)
if(prob(35))
sparks.start()
switch(dir)
if(NORTH)
P.yo = 20
P.xo = 0
if(NORTHEAST)
P.yo = 20
P.xo = 20
if(EAST)
P.yo = 0
P.xo = 20
if(SOUTHEAST)
P.yo = -20
P.xo = 20
if(WEST)
P.yo = 0
P.xo = -20
if(SOUTHWEST)
P.yo = -20
P.xo = -20
if(NORTHWEST)
P.yo = 20
P.xo = -20
else // Any other
P.yo = -20
P.xo = 0
if(target)
P.yo = targeted_atom.y - targets_from.y
P.xo = targeted_atom.x - targets_from.x
P.current = targets_from
P.starting = targets_from
P.firer = src
P.original = targeted_atom
if(!manual)
last_shot = world.time
if(shot_number < 3)
fire_delay = 20
shot_number ++
else
fire_delay = rand(minimum_fire_delay,maximum_fire_delay)
shot_number = 0
if(!target)
P.setDir(src.dir)
P.starting = loc
else
if(QDELETED(target))
target = null
P.fire()
return P
/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
if(state == EM_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/weapon/wrench/W, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = EM_SECURED
else
state = EM_UNSECURED
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench))
if(active)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return
default_unfasten_wrench(user, W, 0)
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(active)
to_chat(user, "Turn \the [src] off first.")
return
switch(state)
if(EM_UNSECURED)
to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor!</span>")
if(EM_SECURED)
if(WT.remove_fuel(0,user))
playsound(loc, WT.usesound, 50, 1)
user.visible_message("[user.name] starts to weld the [name] to the floor.", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(do_after(user,20*W.toolspeed, target = src) && WT.isOn())
state = EM_WELDED
to_chat(user, "<span class='notice'>You weld \the [src] to the floor.</span>")
connect_to_network()
if(EM_WELDED)
if(WT.remove_fuel(0,user))
playsound(loc, WT.usesound, 50, 1)
user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='italics'>You hear welding.</span>")
if(do_after(user,20*W.toolspeed, target = src) && WT.isOn())
state = EM_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
disconnect_from_network()
return
if(W.GetID())
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken!</span>")
return
if(allowed(user))
if(active)
locked = !locked
to_chat(user, "<span class='notice'>You [src.locked ? "lock" : "unlock"] the controls.</span>")
else
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online!</span>")
else
to_chat(user, "<span class='danger'>Access denied.</span>")
return
if(is_wire_tool(W) && panel_open)
wires.interact(user)
return
if(default_deconstruction_screwdriver(user, "emitter_open", "emitter", W))
return
if(exchange_parts(user, W))
return
if(default_pry_open(W))
return
if(default_deconstruction_crowbar(W))
return
return ..()
/obj/machinery/power/emitter/emag_act(mob/user)
if(emagged)
return
locked = FALSE
emagged = TRUE
if(user)
user.visible_message("[user.name] emags the [src].","<span class='notice'>You short out the lock.</span>")
/obj/machinery/power/emitter/prototype
name = "Prototype Emitter"
icon = 'icons/obj/turrets.dmi'
icon_state = "protoemitter"
icon_state_on = "protoemitter_+a"
can_buckle = TRUE
buckle_lying = 0
var/view_range = 12
var/datum/action/innate/protoemitter/firing/auto
//BUCKLE HOOKS
/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0)
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
manual = FALSE
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/weapon/turret_control))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
if(buckled_mob.client)
buckled_mob.client.change_view(world.view)
auto.Remove(buckled_mob)
. = ..()
/obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/M, mob/living/carbon/user)
if(user.incapacitated() || !istype(user))
return
for(var/atom/movable/A in get_turf(src))
if(A.density && (A != src && A != M))
return
M.forceMove(get_turf(src))
..()
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
M.pixel_y = 14
layer = 4.1
if(M.client)
M.client.change_view(view_range)
if(!auto)
auto = new()
auto.Grant(M, src)
/datum/action/innate/protoemitter
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUN | AB_CHECK_CONSCIOUS
var/obj/machinery/power/emitter/prototype/PE
var/mob/living/carbon/U
/datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto)
PE = proto
U = L
. = ..()
/datum/action/innate/protoemitter/firing
name = "Switch to Manual Firing"
desc = "The emitter will only fire on your command and at your designated target"
button_icon_state = "mech_zoom_on"
/datum/action/innate/protoemitter/firing/Activate()
if(PE.manual)
playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1)
PE.manual = FALSE
name = "Switch to Manual Firing"
desc = "The emitter will only fire on your command and at your designated target"
button_icon_state = "mech_zoom_on"
for(var/obj/item/I in U.held_items)
if(istype(I, /obj/item/weapon/turret_control))
qdel(I)
UpdateButtonIcon()
return
else
playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1)
name = "Switch to Automatic Firing"
desc = "Emitters will switch to periodic firing at your last target"
button_icon_state = "mech_zoom_off"
PE.manual = TRUE
for(var/V in U.held_items)
var/obj/item/I = V
if(istype(I))
if(U.dropItemToGround(I))
var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
U.put_in_hands(TC)
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
var/obj/item/weapon/turret_control/TC = new /obj/item/weapon/turret_control()
U.put_in_hands(TC)
UpdateButtonIcon()
/obj/item/weapon/turret_control
name = "turret controls"
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | NODROP
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON
var/delay = 0
/obj/item/weapon/turret_control/afterattack(atom/targeted_atom, mob/user)
..()
var/obj/machinery/power/emitter/E = user.buckled
E.setDir(get_dir(E,targeted_atom))
user.setDir(E.dir)
switch(E.dir)
if(NORTH)
E.layer = 3.9
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
E.layer = 3.9
user.pixel_x = -8
user.pixel_y = -12
if(EAST)
E.layer = 4.1
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
E.layer = 3.9
user.pixel_x = -8
user.pixel_y = 12
if(SOUTH)
E.layer = 4.1
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
E.layer = 3.9
user.pixel_x = 8
user.pixel_y = 12
if(WEST)
E.layer = 4.1
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
E.layer = 3.9
user.pixel_x = 8
user.pixel_y = -12
if(E.charge >= 10 && world.time > delay)
E.charge -= 10
E.target = targeted_atom
E.fire_beam(targeted_atom, user)
delay = world.time + 10
else if (E.charge < 10)
playsound(get_turf(user),'sound/machines/buzz-sigh.ogg', 50, 1)