/obj/machinery/power/emitter name = "emitter" desc = "It is a heavy duty industrial laser." icon = 'icons/obj/singularity.dmi' icon_state = "emitter" anchored = FALSE density = TRUE unacidable = TRUE req_access = list(ACCESS_ENGINE_EQUIP) var/id = null use_power = USE_POWER_OFF //uses powernet power, not APC power active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot. var/active = 0 var/powered = 0 var/fire_delay = 100 var/max_burst_delay = 100 var/min_burst_delay = 20 var/burst_shots = 3 var/last_shot = 0 var/shot_number = 0 var/state = 0 var/locked = 0 // Anomaly harvesting stuff var/anomalous = FALSE var/particle = ANOMALY_PARTICLE_SIGMA var/burst_delay = 2 var/initial_fire_delay = 100 var/integrity = 80 /obj/machinery/power/emitter/Initialize(mapload) . = ..() if(state == 2 && anchored) connect_to_network() AddElement(/datum/element/climbable) AddElement(/datum/element/rotatable) /obj/machinery/power/emitter/Destroy() message_admins("Emitter deleted at ([x],[y],[z] - JMP)") log_game("EMITTER([x],[y],[z]) Destroyed/deleted.") investigate_log(span_red("deleted") + " at ([x],[y],[z])","singulo") . = ..() /obj/machinery/power/emitter/update_icon() if (active && powernet && avail(active_power_usage)) icon_state = "emitter_+a" else icon_state = "emitter" /obj/machinery/power/emitter/attack_hand(mob/user as mob) src.add_fingerprint(user) activate(user) /obj/machinery/power/emitter/proc/activate(mob/user as mob) if(state == 2) if(!powernet) to_chat(user, "\The [src] isn't connected to a wire.") return 1 if(!src.locked) if(src.active==1) src.active = 0 balloon_alert_visible("turned off") message_admins("Emitter turned off by [key_name(user, user.client)](?) in ([x],[y],[z] - JMP)",0,1) log_game("EMITTER([x],[y],[z]) OFF by [key_name(user)]") investigate_log("turned " + span_red("off") + " by [user.key]","singulo") else src.active = 1 balloon_alert_visible("turned on") src.shot_number = 0 src.fire_delay = get_initial_fire_delay() message_admins("Emitter turned on by [key_name(user, user.client)](?) in ([x],[y],[z] - JMP)") log_game("EMITTER([x],[y],[z]) ON by [key_name(user)]") investigate_log("turned " + span_green("on") + " by [user.key]","singulo") update_icon() else to_chat(user, span_warning("The controls are locked!")) else to_chat(user, span_warning("\The [src] needs to be firmly secured to the floor first.")) return 1 /obj/machinery/power/emitter/emp_act(severity, recursive) return TRUE /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.last_shot + src.fire_delay) <= world.time) && (src.active == 1)) var/actual_load = draw_power(active_power_usage) if(actual_load >= active_power_usage) //does the laser have enough power to shoot? if(!powered) powered = 1 update_icon() log_game("EMITTER([x],[y],[z]) Regained power and is ON.") investigate_log("regained power and turned " + span_green("on"),"singulo") else if(powered) powered = 0 update_icon() log_game("EMITTER([x],[y],[z]) Lost power and was ON.") investigate_log("lost power and turned" + span_red("off"),"singulo") return src.last_shot = world.time if(src.shot_number < burst_shots) src.fire_delay = get_burst_delay() //R-UST port src.shot_number ++ else src.fire_delay = get_rand_burst_delay() //R-UST port src.shot_number = 0 //need to calculate the power per shot as the emitter doesn't fire continuously. var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1) var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots playsound(src, 'sound/weapons/emitter.ogg', 25, 1) if(prob(35)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() var/obj/item/projectile/beam/emitter/A = get_emitter_beam() A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER) A.firer = src A.fire(dir2angle(dir)) /obj/machinery/power/emitter/attackby(obj/item/W, mob/user) if(W.has_tool_quality(TOOL_WRENCH)) if(active) to_chat(user, "Turn off [src] first.") return switch(state) if(0) state = 1 playsound(src, W.usesound, 75, 1) user.visible_message("[user.name] secures [src] to the floor.", \ "You secure the external reinforcing bolts to the floor.", \ "You hear a ratchet.") src.anchored = TRUE if(1) state = 0 playsound(src, W.usesound, 75, 1) user.visible_message("[user.name] unsecures [src] reinforcing bolts from the floor.", \ "You undo the external reinforcing bolts.", \ "You hear a ratchet.") src.anchored = FALSE disconnect_from_network() if(2) to_chat(user, span_warning("\The [src] needs to be unwelded from the floor.")) update_icon() // VOREStation Add return if(W.has_tool_quality(TOOL_WELDER)) var/obj/item/weldingtool/WT = W.get_welder() if(active) to_chat(user, "Turn off [src] first.") return switch(state) if(0) to_chat(user, span_warning("\The [src] needs to be wrenched to the floor.")) if(1) if (WT.remove_fuel(0,user)) playsound(src, WT.usesound, 50, 1) user.visible_message("[user.name] starts to weld [src] to the floor.", \ "You start to weld [src] to the floor.", \ "You hear welding") if (do_after(user, 2 SECONDS * WT.toolspeed, target = src)) if(!src || !WT.isOn()) return state = 2 to_chat(user, "You weld [src] to the floor.") connect_to_network() else to_chat(user, span_warning("You need more welding fuel to complete this task.")) if(2) if (WT.remove_fuel(0,user)) playsound(src, WT.usesound, 50, 1) user.visible_message("[user.name] starts to cut [src] free from the floor.", \ "You start to cut [src] free from the floor.", \ "You hear welding") if (do_after(user, 2 SECONDS * WT.toolspeed, target = src)) if(!src || !WT.isOn()) return state = 1 to_chat(user, "You cut [src] free from the floor.") disconnect_from_network() else to_chat(user, span_warning("You need more welding fuel to complete this task.")) update_icon() // VOREStation Add return if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL) var/amt = CEILING(( initial(integrity) - integrity)/10, 1) if(!amt) to_chat(user, span_notice("\The [src] is already fully repaired.")) return var/obj/item/stack/P = W if(!P.can_use(amt)) to_chat(user, span_warning("You don't have enough sheets to repair this! You need at least [amt] sheets.")) return to_chat(user, span_notice("You begin repairing \the [src]...")) if(do_after(user, 3 SECONDS, target = src)) if(P.use(amt)) to_chat(user, span_notice("You have repaired \the [src].")) integrity = initial(integrity) return else to_chat(user, span_warning("You don't have enough sheets to repair this! You need at least [amt] sheets.")) return if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda)) if(emagged) to_chat(user, span_warning("The lock seems to be broken.")) return if(src.allowed(user)) src.locked = !src.locked to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]") update_icon() // VOREStation Add else to_chat(user, span_warning("Access denied.")) return if(istype(W, /obj/item/anomaly_scanner)) anomalous = !anomalous burst_delay = anomalous ? 3 : 8 to_chat(user, span_notice("The beam is now set to [anomalous ? "anomalous." : "normal."]")) if(anomalous) description_info = "Use a multitool to change the particle type." else description_info = initial(description_info) return if(W.has_tool_quality(TOOL_MULTITOOL) && anomalous) var/chosen_particle = tgui_input_list(user, "Select particle type", "Particle Selection", ANOMALY_PARTICLE_ALL) if(!chosen_particle) return particle = chosen_particle balloon_alert_visible("changed to [chosen_particle]") return ..() return /obj/machinery/power/emitter/emag_act(var/remaining_charges, var/mob/user) if(!emagged) locked = 0 emagged = 1 user.visible_message("[user.name] emags [src].",span_warning("You short out the lock.")) return 1 /obj/machinery/power/emitter/bullet_act(var/obj/item/projectile/P) if(!P || !P.damage || P.get_structure_damage() <= 0 ) return adjust_integrity(-P.get_structure_damage()) /obj/machinery/power/emitter/blob_act() adjust_integrity(-1000) // This kills the emitter. /obj/machinery/power/emitter/proc/adjust_integrity(amount) integrity = between(0, integrity + amount, initial(integrity)) if(integrity == 0) if(powernet && avail(active_power_usage)) // If it's powered, it goes boom if killed. visible_message(src, span_danger("\The [src] explodes violently!"), span_danger("You hear an explosion!")) explosion(get_turf(src), 1, 2, 4) else src.visible_message(span_danger("\The [src] crumples apart!"), span_warning("You hear metal collapsing.")) if(src) qdel(src) /obj/machinery/power/emitter/examine(mob/user) . = ..() switch(state) if(0) . += span_warning("It is not secured in place!") if(1) . += span_warning("It has been bolted down securely, but not welded into place.") if(2) . += span_notice("It has been bolted down securely and welded down into place.") var/integrity_percentage = round((integrity / initial(integrity)) * 100) switch(integrity_percentage) if(0 to 30) . += span_danger("It is close to falling apart!") if(31 to 70) . += span_danger("It is damaged.") if(77 to 99) . += span_warning("It is slightly damaged.") //R-UST port /obj/machinery/power/emitter/proc/get_initial_fire_delay() return initial_fire_delay /obj/machinery/power/emitter/proc/get_rand_burst_delay() return rand(min_burst_delay, max_burst_delay) /obj/machinery/power/emitter/proc/get_burst_delay() return burst_delay /obj/machinery/power/emitter/proc/get_emitter_beam() if(anomalous) var/obj/item/projectile/energy/anomaly/projectile = new /obj/item/projectile/energy/anomaly(get_turf(src)) projectile.particle_type = particle return projectile return new /obj/item/projectile/beam/emitter(get_turf(src)) /obj/machinery/power/emitter/pre_mapped anchored = TRUE state = 2 /obj/machinery/power/emitter/pre_mapped/Initialize(mapload) . = ..() connect_to_network() update_icon()