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https://github.com/Skyrat-SS13/Skyrat-tg.git
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bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
311 lines
9.1 KiB
Plaintext
311 lines
9.1 KiB
Plaintext
/obj/item/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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base_icon_state = "infrared"
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custom_materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
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)
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is_position_sensitive = TRUE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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set_dir_on_move = FALSE
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/// Whether the beam is beaming
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var/on = FALSE
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/// Whether the beam is visible
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var/visible = FALSE
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/// The length the beam can go
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var/max_beam_length = 8
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/// The radius of which people can hear triggers
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var/hearing_range = 3
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/// Pass flags the beam uses to determine what it can pass through
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var/beam_pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
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/// The current active beam datum
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VAR_FINAL/datum/beam/active_beam
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/// A reference to the turf at the END of our active beam
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VAR_FINAL/turf/buffer_turf
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/obj/item/assembly/infra/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/item/assembly/infra/Destroy()
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QDEL_NULL(active_beam)
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buffer_turf = null
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return ..()
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/obj/item/assembly/infra/examine(mob/user)
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. = ..()
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. += span_notice("The infrared trigger is [on ? "on" : "off"].")
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/// Checks if the passed movable can block the beam.
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/obj/item/assembly/infra/proc/atom_blocks_beam(atom/movable/beam_atom)
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if(isnull(beam_atom))
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return FALSE
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if(beam_atom == src || beam_atom == holder)
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return FALSE
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// Blocks beams from triggering themselves, important to avoid infinite loops
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if(istype(beam_atom, /obj/effect/ebeam))
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return FALSE
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// Anti-revenant / anti-ghost guard
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if(beam_atom.invisibility)
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return FALSE
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// In general non-dense items should not block beams, but make special cases for things being thrown
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if(!beam_atom.density && !beam_atom.throwing)
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return FALSE
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// The actually important check. Ensures stuff like mobs trip it but stuff like laser projectiles don't
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if(beam_atom.pass_flags_self & beam_pass_flags)
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return FALSE
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if(isitem(beam_atom))
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var/obj/item/beam_item = beam_atom
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if(beam_item.item_flags & ABSTRACT)
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return FALSE
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return TRUE
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/// Checks if the passed turf (or something on it) can block the beam.
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/obj/item/assembly/infra/proc/turf_blocks_beam(turf/beam_turf)
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if(beam_turf.density)
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return TRUE
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for(var/atom/movable/blocker as anything in beam_turf)
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if(atom_blocks_beam(blocker))
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return TRUE
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return FALSE
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/// Used to refresh the beam in whatever context.
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/obj/item/assembly/infra/proc/make_beam()
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SHOULD_NOT_SLEEP(TRUE)
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if(!isnull(buffer_turf))
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UnregisterSignal(buffer_turf, list(COMSIG_ATOM_EXITED, COMSIG_TURF_CHANGE))
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buffer_turf = null
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QDEL_NULL(active_beam)
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if(!on || !secured)
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return
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var/atom/start_loc = holder || src
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var/turf/start_turf = start_loc.loc
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if(!istype(start_turf))
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return
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// One extra turf is added to max length to get an extra buffer
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var/list/turf/potential_turfs = get_line(start_turf, get_ranged_target_turf(start_turf, dir, max_beam_length + 1))
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if(!length(potential_turfs))
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return
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var/list/turf/final_turfs = list()
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for(var/turf/target_turf as anything in potential_turfs)
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if(target_turf != start_turf && turf_blocks_beam(target_turf))
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break
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final_turfs += target_turf
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if(!length(final_turfs))
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return
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var/turf/last_turf = final_turfs[length(final_turfs)]
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buffer_turf = get_step(last_turf, dir)
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active_beam = start_loc.Beam(
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BeamTarget = last_turf,
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beam_type = /obj/effect/ebeam/reacting/infrared,
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icon = 'icons/effects/beam.dmi',
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icon_state = "infrared",
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emissive = TRUE,
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override_target_pixel_x = pixel_x,
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override_target_pixel_y = pixel_y,
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)
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RegisterSignal(active_beam, COMSIG_BEAM_ENTERED, PROC_REF(beam_entered))
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RegisterSignal(active_beam, COMSIG_BEAM_TURFS_CHANGED, PROC_REF(beam_turfs_changed))
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update_visible()
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// Buffer can be null (if we're at map edge for an example) but this fine
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if(!isnull(buffer_turf))
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// We need to check the state of the turf at the end of the beam, to determine when we need to re-grow (if blocked)
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RegisterSignal(buffer_turf, COMSIG_ATOM_EXITED, PROC_REF(buffer_exited))
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RegisterSignal(buffer_turf, COMSIG_TURF_CHANGE, PROC_REF(buffer_changed))
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/obj/item/assembly/infra/proc/beam_entered(datum/beam/source, obj/effect/ebeam/hit, atom/movable/entered)
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SIGNAL_HANDLER
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// First doesn't count
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if(hit == active_beam.elements[1])
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return
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if(!atom_blocks_beam(entered))
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return
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beam_trigger(hit, entered)
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/obj/item/assembly/infra/proc/beam_turfs_changed(datum/beam/source, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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// If the turfs changed it's possible something is now blocking it, remake when done
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post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
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/obj/item/assembly/infra/proc/buffer_exited(turf/source, atom/movable/exited, ...)
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SIGNAL_HANDLER
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if(!atom_blocks_beam(exited))
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return
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make_beam()
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/obj/item/assembly/infra/proc/buffer_changed(turf/source, path, list/new_baseturfs, flags, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
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/obj/item/assembly/infra/proc/beam_trigger(obj/effect/ebeam/hit, atom/movable/entered)
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make_beam()
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if(!COOLDOWN_FINISHED(src, next_activate))
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return
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pulse()
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audible_message(
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message = span_infoplain("[icon2html(src, hearers(holder || src))] *beep* *beep* *beep*"),
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hearing_distance = hearing_range,
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)
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playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
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COOLDOWN_START(src, next_activate, 3 SECONDS)
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/obj/item/assembly/infra/activate()
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. = ..()
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if(!.)
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return
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toggle_on()
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/obj/item/assembly/infra/toggle_secure()
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. = ..()
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make_beam()
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/// Toggles the beam on or off.
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/obj/item/assembly/infra/proc/toggle_on()
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on = !on
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make_beam()
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update_appearance()
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/// Toggles the visibility of the beam.
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/obj/item/assembly/infra/proc/toggle_visible()
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visible = !visible
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update_visible()
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update_appearance()
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/// Updates the visibility of the beam (if active).
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/obj/item/assembly/infra/proc/update_visible()
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if(visible)
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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beam.RemoveInvisibility(REF(src))
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else
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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beam.SetInvisibility(INVISIBILITY_ABSTRACT, REF(src))
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/obj/item/assembly/infra/vv_edit_var(var_name, var_value)
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. = ..()
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if(!.)
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return
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switch(var_name)
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if(NAMEOF(src, visible))
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update_visible()
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update_appearance()
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if(NAMEOF(src, on), NAMEOF(src, max_beam_length), NAMEOF(src, beam_pass_flags))
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make_beam()
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update_appearance()
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/obj/item/assembly/infra/update_appearance(updates)
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. = ..()
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holder?.update_appearance(updates)
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/obj/item/assembly/infra/update_overlays()
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. = ..()
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attached_overlays = list()
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if(on)
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attached_overlays += "[base_icon_state]_on"
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. += attached_overlays
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/obj/item/assembly/infra/dropped()
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. = ..()
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if(holder)
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holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
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else
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make_beam()
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/obj/item/assembly/infra/on_attach()
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. = ..()
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make_beam()
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holder.set_dir_on_move = set_dir_on_move
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/obj/item/assembly/infra/on_detach()
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holder.set_dir_on_move = initial(holder.set_dir_on_move)
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. = ..()
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if(!.)
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return
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make_beam()
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/obj/item/assembly/infra/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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if(loc == old_loc)
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return
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make_beam()
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if(!visible || forced || !movement_dir || !Adjacent(old_loc))
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return
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// Because the new beam is made in the new loc, it "jumps" from one turf to another
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// We can do an animate to pretend we're gliding between turfs rather than making a whole new beam
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var/x_move = 0
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var/y_move = 0
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if(movement_dir & NORTH)
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y_move = -32
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else if(movement_dir & SOUTH)
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y_move = 32
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if(movement_dir & WEST)
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x_move = 32
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else if(movement_dir & EAST)
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x_move = -32
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var/fake_glide_time = round(world.icon_size / glide_size * world.tick_lag, world.tick_lag)
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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var/matrix/base_transform = matrix(beam.transform)
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beam.transform = beam.transform.Translate(x_move, y_move)
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animate(beam, transform = base_transform, time = fake_glide_time)
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/obj/item/assembly/infra/setDir(newdir)
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var/prev_dir = dir
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. = ..()
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if(dir == prev_dir)
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return
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make_beam()
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/obj/item/assembly/infra/ui_status(mob/user, datum/ui_state/state)
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return is_secured(user) ? ..() : UI_CLOSE
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/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "InfraredEmitter", name)
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ui.open()
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/obj/item/assembly/infra/ui_data(mob/user)
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var/list/data = list()
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data["on"] = on
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data["visible"] = visible
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return data
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/obj/item/assembly/infra/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return .
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switch(action)
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if("power")
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toggle_on()
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return TRUE
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if("visibility")
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toggle_visible()
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return TRUE
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// Beam subtype for the infrared emitter
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/obj/effect/ebeam/reacting/infrared
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name = "infrared beam"
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alpha = 175
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