Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-08 10:38:01 +00:00
parent ad80137505
commit 62e28c2abf
148 changed files with 6638 additions and 8653 deletions

View File

@@ -1,97 +1,167 @@
/*
Desc: Sorta a hack/workaround to get interfaceish things into this engine.
To use an interface just override the proc in your object and set it to return true.
If an object returns true for one of these it should have ALL of the commented out procs and vars defined in its class.
There may be some example code in procs below the defines to help explain things, but you don't have to use it.
*/
/*
Name: IsAssembly
Desc: If true is an assembly that can work with the holder
*/
/obj/proc/IsAssembly()
/proc/isassembly(O)
if(istype(O, /obj/item/device/assembly))
return 1
return 0
/*
/proc/isigniter(O)
if(istype(O, /obj/item/device/assembly/igniter))
return 1
return 0
/proc/isinfared(O)
if(istype(O, /obj/item/device/assembly/infra))
return 1
return 0
/proc/isprox(O)
if(istype(O, /obj/item/device/assembly/prox_sensor))
return 1
return 0
/proc/issignaler(O)
if(istype(O, /obj/item/device/assembly/signaler))
return 1
return 0
/proc/istimer(O)
if(istype(O, /obj/item/device/assembly/timer))
return 1
return 0
/obj/item/device/assembly
name = "assembly"
desc = "A small electronic device that should never exist."
icon = 'new_assemblies.dmi'
icon_state = ""
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
w_class = 2.0
m_amt = 100
g_amt = 0
w_amt = 0
throwforce = 2
throw_speed = 3
throw_range = 10
origin_tech = "magnets=1"
var
secured = 1
small_icon_state_left = null
small_icon_state_right = null
list/small_icon_state_overlays = null
obj/holder = null
obj/item/device/assembly_holder/holder = null
cooldown = 0//To prevent spam
wires = WIRE_RECEIVE | WIRE_PULSE
var/const
WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly
WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
proc
Activate()//Called when this assembly is pulsed by another one
Secure()//Code that has to happen when the assembly is ready goes here
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()//Called when the holder is moved
IsAssembly()
return 1
activate() //What the device does when turned on
pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
toggle_secure() //Code that has to happen when the assembly is un\secured goes here
attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
process_cooldown() //Called via spawn(10) to have it count down the cooldown var
holder_movement() //Called when the holder is moved
interact(mob/user as mob) //Called when attack_self is called
Process_cooldown()
process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))//Make sure to add something using cooldown or such to prevent spam
return 0
pulsed(var/radio = 0)
if(holder && (wires & WIRE_RECEIVE))
activate()
if(radio && (wires & WIRE_RADIO_RECEIVE))
activate()
return 1
pulse(var/radio = 0)
if(holder && (wires & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1
activate()
if(!secured || (cooldown > 0)) return 0
cooldown = 2
spawn(10)
Process_cooldown()
return 0
Secure()
if(secured)
return 0
secured = 1
process_cooldown()
return 1
Unsecure()
if(!secured)
return 0
secured = 0
return 1
toggle_secure()
secured = !secured
update_icon()
return secured
Attach_Assembly(var/obj/A, var/mob/user)
attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
if(holder.attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isassembly(W))
var/obj/item/device/assembly/A = W
if((!A.secured) && (!secured))
attach_assembly(A,user)
return
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
if(toggle_secure())
user.show_message("\blue The [name] is ready!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
user.show_message("\blue The [name] can now be attached!")
return
else
..()
..()
return
*/
process()
processing_objects.Remove(src)
return
examine()
set src in view()
..()
if((in_range(src, usr) || loc == usr))
if(secured)
usr.show_message("The [name] is ready!")
else
usr.show_message("The [name] can be attached!")
return
attack_self(mob/user as mob)
if(!user) return 0
user.machine = src
interact(user)
return 1
interact(mob/user as mob)
return //HTML MENU FOR WIRES GOES HERE
/*
Name: IsAssemblyHolder

View File

@@ -6,22 +6,21 @@
item_state = "assembly"
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
m_amt = 100
throwforce = 5
w_class = 1.0
w_class = 2.0
throw_speed = 3
throw_range = 10
var
secured = 0
obj/item/device/assembly_left = null
obj/item/device/assembly_right = null
obj/assembly_special = null
obj/item/device/assembly/a_left = null
obj/item/device/assembly/a_right = null
obj/special_assembly = null
proc
attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
attach_special(var/obj/O, var/mob/user)
Process_Activation(var/obj/item/device/D)
process_activation(var/obj/item/device/D)
IsAssemblyHolder()
@@ -30,7 +29,7 @@
attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user)
if((!D)||(!D2)) return 0
if((!D.IsAssembly())||(!D2.IsAssembly())) return 0
if((!isassembly(D))||(!isassembly(D2))) return 0
if((D:secured)||(D2:secured)) return 0
if(user)
user.remove_from_mob(D)
@@ -39,8 +38,8 @@
D2:holder = src
D.loc = src
D2.loc = src
assembly_left = D
assembly_right = D2
a_left = D
a_right = D2
src.name = "[D.name] [D2.name] assembly"
update_icon()
return 1
@@ -51,28 +50,28 @@
if(!O.IsSpecialAssembly()) return 0
/*
if(O:Attach_Holder())
assembly_special = O
special_assembly = O
update_icon()
src.name = "[assembly_left.name] [assembly_right.name] [assembly_special.name] assembly"
src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly"
*/
return
update_icon()
src.overlays = null
if(assembly_left)
src.overlays += assembly_left:small_icon_state_left
for(var/O in assembly_left:small_icon_state_overlays)
if(a_left)
src.overlays += a_left:small_icon_state_left
for(var/O in a_left:small_icon_state_overlays)
src.overlays += text("[]_l", O)
if(assembly_right)
src.overlays += assembly_right:small_icon_state_right
for(var/O in assembly_right:small_icon_state_overlays)
if(a_right)
src.overlays += a_right:small_icon_state_right
for(var/O in a_right:small_icon_state_overlays)
src.overlays += text("[]_r", O)
/* if(assembly_special)
assembly_special.update_icon()
if(assembly_special:small_icon_state)
src.overlays += assembly_special:small_icon_state
for(var/O in assembly_special:small_icon_state_overlays)
/* if(special_assembly)
special_assembly.update_icon()
if(special_assembly:small_icon_state)
src.overlays += special_assembly:small_icon_state
for(var/O in special_assembly:small_icon_state_overlays)
src.overlays += O
*/
@@ -88,52 +87,47 @@
HasProximity(atom/movable/AM as mob|obj)
if(assembly_left)
assembly_left.HasProximity(AM)
if(assembly_right)
assembly_right.HasProximity(AM)
if(assembly_special)
assembly_special.HasProximity(AM)
if(a_left)
a_left.HasProximity(AM)
if(a_right)
a_right.HasProximity(AM)
if(special_assembly)
special_assembly.HasProximity(AM)
return
Move()
..()
if(assembly_left)
assembly_left:Holder_Movement()
if(assembly_right)
assembly_right:Holder_Movement()
if(assembly_special)
assembly_special:Holder_Movement()
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:holder_movement()
return
attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(assembly_left)
assembly_left:Holder_Movement()
if(assembly_right)
assembly_right:Holder_Movement()
if(assembly_special)
assembly_special:Holder_Movement()
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
// if(special_assembly)
// special_assembly:Holder_Movement()
..()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(isscrewdriver(W))
if(!assembly_left || !assembly_right)
if(!a_left || !a_right)
user.show_message("\red BUG:Assembly part missing, please report this!")
return
if(src.secured)
src.secured = 0
assembly_left:Unsecure()
assembly_right:Unsecure()
user.show_message("\blue The [src.name] can now be taken apart!")
else
src.secured = 1
assembly_left:Secure()
assembly_right:Secure()
a_left.toggle_secure()
a_right.toggle_secure()
secured = !secured
if(secured)
user.show_message("\blue The [src.name] is ready!")
else
user.show_message("\blue The [src.name] can now be taken apart!")
update_icon()
return
else if(W.IsSpecialAssembly())
@@ -146,44 +140,41 @@
attack_self(mob/user as mob)
src.add_fingerprint(user)
if(src.secured)
if(!assembly_left || !assembly_right)
if(!a_left || !a_right)
user.show_message("\red Assembly part missing!")
return
if(istype(assembly_left,assembly_right.type))//If they are the same type it causes issues due to window code
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
if("Left")
assembly_left.attack_self(user)
if("Right")
assembly_right.attack_self(user)
if("Left") a_left.attack_self(user)
if("Right") a_right.attack_self(user)
return
else
assembly_left.attack_self(user)
assembly_right.attack_self(user)
a_left.attack_self(user)
a_right.attack_self(user)
else
var/turf/T = get_turf(src)
if(!T) return 0
if(assembly_left)
assembly_left:holder = null
assembly_left.loc = T
if(assembly_right)
assembly_right:holder = null
assembly_right.loc = T
if(a_left)
a_left:holder = null
a_left.loc = T
if(a_right)
a_right:holder = null
a_right.loc = T
spawn(0)
del(src)
return
Process_Activation(var/obj/D, var/normal = 1, var/special = 1)
process_activation(var/obj/D, var/normal = 1, var/special = 1)
if(!D) return 0
if((normal) && (assembly_right) && (assembly_left))
if(assembly_right != D)
assembly_right:Activate()
if(assembly_left != D)
assembly_left:Activate()
if((special) && (assembly_special))
if(!assembly_special == D)
assembly_left:Activate()
assembly_right:Activate()
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(0)
if(a_left != D)
a_left.pulsed(0)
// if(special && special_assembly)
// if(!special_assembly == D)
// special_assembly.dothings()
return 1

View File

@@ -1,111 +1,27 @@
/obj/item/device/igniter
/obj/item/device/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustable substances. Does not function well as a lighter."
icon = 'new_assemblies.dmi'
icon_state = "igniter"
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
m_amt = 100
throwforce = 5
w_class = 1.0
throw_speed = 3
throw_range = 10
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
var
secured = 1
small_icon_state_left = "igniter_left"
small_icon_state_right = "igniter_right"
list/small_icon_state_overlays = null
obj/holder = null
cooldown = 0
proc
Activate()//Called when this assembly is pulsed by another one
Secure()
Unsecure()
Attach_Assembly(var/obj/A, var/mob/user)
Process_cooldown()
Holder_Movement()
secured = 1
small_icon_state_left = "igniter_left"
small_icon_state_right = "igniter_right"
IsAssembly()
activate()
if(!..()) return 0//Cooldown check
var/turf/location = get_turf(loc)
if(location) location.hotspot_expose(1000,1000)
return 1
Process_cooldown()
src.cooldown--
if(src.cooldown <= 0) return 0
spawn(10)
src.Process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))
return 0
var/turf/location = get_turf(src.loc)
if(location)
location.hotspot_expose(1000,1000)
cooldown = 2
spawn(10)
Process_cooldown()
return 1
Secure()
if(secured)
return 0
secured = 1
return 1
Unsecure()
if(!secured)
return 0
secured = 0
return 1
Attach_Assembly(var/obj/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
return
else
..()
return
attack_self(mob/user as mob)
src.add_fingerprint(user)
add_fingerprint(user)
spawn( 5 )
Activate()
activate()
return
return
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
else
usr.show_message("The [src.name] can be attached!")
return

View File

@@ -1,96 +1,42 @@
/obj/item/device/infra
/obj/item/device/assembly/infra
name = "Infrared Beam"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon = 'new_assemblies.dmi'
icon_state = "infrared_old"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
item_state = "electronic"
m_amt = 150
m_amt = 1000
g_amt = 500
w_amt = 100
origin_tech = "magnets=2"
secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
var
secured = 0
small_icon_state_left = "infrared_left"
small_icon_state_right = "infrared_right"
list/small_icon_state_overlays = null
obj/holder = null
cooldown = 0//To prevent spam
scanning = 0
visible = 0
obj/effect/beam/i_beam/first = null
proc
Activate()//Called when this assembly is pulsed by another one
Secure()//Code that has to happen when the assembly is ready goes here
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()//Called when the holder is moved
beam_trigger()
trigger_beam()
IsAssembly()
return 1
Process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))
return 0
cooldown = 2
activate()
if(!..()) return 0//Cooldown check
src.scanning = !src.scanning
update_icon()
spawn(10)
Process_cooldown()
return 0
return 1
Secure()
toggle_secure()
secured = !secured
if(secured)
return 0
secured = 1
processing_objects.Add(src)//removal is taken care of it process()
return 1
Unsecure()
if(!secured)
return 0
secured = 0
return 1
Attach_Assembly(var/obj/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
return
processing_objects.Add(src)
else
..()
return
scanning = 0
if(src.first) del(src.first)
processing_objects.Remove(src)
update_icon()
return secured
update_icon()
@@ -105,12 +51,13 @@
return
process()
process()//Old code
if(!scanning)
if(!src.first)
if(src.first)
del(src.first)
return
if ((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
if((!( src.first ) && (src.secured && (istype(src.loc, /turf) || (src.holder && istype(src.holder.loc, /turf))))))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam( (src.holder ? src.holder.loc : src.loc) )
I.master = src
I.density = 1
@@ -127,9 +74,6 @@
//world << "infra: processing beam \ref[I]"
I.process()
return
if(!secured)
processing_objects.Remove(src)
return
@@ -147,27 +91,25 @@
return
Holder_Movement()
holder_movement()
if(!holder) return 0
src.dir = holder.dir
// src.dir = holder.dir
del(src.first)
return 1
beam_trigger()
trigger_beam()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
if((holder)&&(holder.IsAssemblyHolder()))
spawn(0)
holder:Process_Activation(src)
return
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2
spawn(10)
Process_cooldown()
process_cooldown()
return
attack_self(mob/user as mob)
interact(mob/user as mob)//TODO: change this this to the wire control panel
if(!secured) return
user.machine = src
var/dat = text("<TT><B>Infrared Laser</B>\n<B>Status</B>: []<BR>\n<B>Visibility</B>: []<BR>\n</TT>", (src.scanning ? text("<A href='?src=\ref[];state=0'>On</A>", src) : text("<A href='?src=\ref[];state=1'>Off</A>", src)), (src.visible ? text("<A href='?src=\ref[];visible=0'>Visible</A>", src) : text("<A href='?src=\ref[];visible=1'>Invisible</A>", src)))
@@ -180,32 +122,32 @@
Topic(href, href_list)
..()
if(get_dist(src, usr) <= 1)
if (href_list["state"])
src.scanning = !(src.scanning)
update_icon()
if (href_list["visible"])
src.visible = !(src.visible)
spawn( 0 )
if (src.first)
src.first.vis_spread(src.visible)
if (href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
src.attack_self(usr)
else
if(get_dist(src, usr) > 1)
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if (href_list["state"])
src.scanning = !(src.scanning)
update_icon()
if (href_list["visible"])
src.visible = !(src.visible)
spawn( 0 )
if(src.first)
src.first.vis_spread(src.visible)
if (href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
src.attack_self(usr)
return
verb/rotate()//This really could be better but I dont want to redo it right now
verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
@@ -214,22 +156,6 @@
return
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
else
usr.show_message("The [src.name] can be attached!")
return
/***************************IBeam*********************************/
@@ -238,29 +164,27 @@
icon = 'projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/item/device/infra/master = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0.0
var/left = null
// var/master = null
anchored = 1.0
flags = TABLEPASS
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if (src.master)
if(src.master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
src.master.beam_trigger()
//SN src = null
src.master.trigger_beam()
del(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
//world << "i_beam \ref[src] : vis_spread"
src.visible = v
spawn( 0 )
if (src.next)
spawn(0)
if(src.next)
//world << "i_beam \ref[src] : is next [next.type] \ref[next], calling spread"
src.next.vis_spread(v)
return
@@ -269,17 +193,17 @@
/obj/effect/beam/i_beam/process()
//world << "i_beam \ref[src] : process"
if ((src.loc.density || !( src.master )))
if((src.loc.density || !( src.master )))
//SN src = null
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
return
//world << "proccess: [src.left] left"
if (src.left > 0)
if(src.left > 0)
src.left--
if (src.left < 1)
if (!( src.visible ))
if(src.left < 1)
if(!( src.visible ))
src.invisibility = 101
else
src.invisibility = 0
@@ -295,7 +219,7 @@
//world << "created new beam \ref[I] at [I.x] [I.y] [I.z]"
step(I, I.dir)
if (I)
if(I)
//world << "step worked, now at [I.x] [I.y] [I.z]"
if (!( src.next ))
//world << "no src.next"
@@ -312,13 +236,11 @@
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
//I = null
del(I)
else
//src.next = null
//world << "step failed, deleting \ref[src.next]"
del(src.next)
spawn( 10 )
spawn(10)
src.process()
return
return
@@ -332,7 +254,7 @@
return
/obj/effect/beam/i_beam/HasEntered(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
if(istype(AM, /obj/effect/beam))
return
spawn( 0 )
src.hit()

View File

@@ -1,140 +1,75 @@
/obj/item/device/prox_sensor
/obj/item/device/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon = 'new_assemblies.dmi'
icon_state = "prox"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
item_state = "electronic"
m_amt = 300
m_amt = 800
g_amt = 200
w_amt = 50
origin_tech = "magnets=1"
secured = 0
small_icon_state_left = "prox_left"
small_icon_state_right = "prox_right"
var
secured = 0
small_icon_state_left = "prox_left"
small_icon_state_right = "prox_right"
list/small_icon_state_overlays = null
obj/holder = null
scanning = 0
cooldown = 0//To prevent spam
timing = 0
time = 0
time = 10
proc
Activate()//Called when this assembly is pulsed by another one
Secure()//Code that has to happen when the assembly is ready goes here
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()
toggle_scan()
sense()
IsAssembly()
return 1
Process_cooldown()
src.cooldown--
if(src.cooldown <= 0) return 0
spawn(10)
src.Process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))
return 0
cooldown = 2
src.timing = !src.timing
activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
spawn(10)
Process_cooldown()
return 0
Secure()
if(secured) return 0
secured = 1
processing_objects.Add(src)//removal is taken care of it process()
return 1
Unsecure()
if(!secured) return 0
secured = 0
return 1
Attach_Assembly(var/obj/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
return
toggle_secure()
secured = !secured
if(secured)
processing_objects.Add(src)
else
..()
return
scanning = 0
timing = 0
processing_objects.Remove(src)
update_icon()
return secured
HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
src.sense()
if (istype(AM, /obj/effect/beam)) return
if (AM.move_speed < 12) sense()
return
sense()
if((!secured)||(!scanning)||(cooldown > 0)) return 0
if((holder)&&(holder.IsAssemblyHolder()))
spawn(0)
holder:Process_Activation(src)
return
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2
spawn(10)
Process_cooldown()
process_cooldown()
return
process()
if((src.timing) && (src.time >= 0))
src.time--
if(src.time <= 0)
src.timing = 0
src.time = 0
toggle_scan()
if(!secured)
if(scanning)
scanning = 0
src.timing = 0
processing_objects.Remove(src)
update_icon()
if(timing && (time >= 0))
time--
if(time <= 0)
timing = 0
toggle_scan()
time = 10
return
dropped()
spawn(0)
src.sense()
sense()
return
return
@@ -143,17 +78,18 @@
if(!secured) return 0
scanning = !scanning
update_icon()
return
update_icon()
src.overlays = null
src.small_icon_state_overlays = list()
overlays = null
small_icon_state_overlays = list()
if(timing)
src.overlays += text("prox_timing")
src.small_icon_state_overlays += text("prox_timing")
overlays += text("prox_timing")
small_icon_state_overlays += text("prox_timing")
if(scanning)
src.overlays += text("prox_scanning")
src.small_icon_state_overlays += text("prox_scanning")
overlays += text("prox_scanning")
small_icon_state_overlays += text("prox_scanning")
if(holder)
holder.update_icon()
return
@@ -161,28 +97,17 @@
Move()
..()
src.sense()
sense()
return
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
else
usr.show_message("The [src.name] can be attached!")
return
attack_self(mob/user as mob)
interact(mob/user as mob)//TODO: Change this to the wires thingy
if(!secured)
user.show_message("\red The [src.name] is unsecured!")
user.show_message("\red The [name] is unsecured!")
return 0
var/second = src.time % 60
var/minute = (src.time - second) / 60
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (src.timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Proximity Sensor</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Arming</A>", src) : text("<A href='?src=\ref[];time=1'>Not Arming</A>", src)), minute, second, src, src, src, src)
dat += "<BR><A href='?src=\ref[src];scanning=1'>[scanning?"Armed":"Unarmed"]</A> (Movement sensor active when armed!)"
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
@@ -193,26 +118,29 @@
Topic(href, href_list)
..()
if(get_dist(src, usr) <= 1)
if (href_list["scanning"])
toggle_scan()
if (href_list["time"])
src.timing = text2num(href_list["time"])
update_icon()
if (href_list["tp"])
var/tp = text2num(href_list["tp"])
src.time += tp
src.time = min(max(round(src.time), 0), 600)
if (href_list["close"])
usr << browse(null, "window=prox")
return
if(usr)
src.attack_self(usr)
else
if(get_dist(src, usr) > 1)
usr << browse(null, "window=prox")
onclose(usr, "prox")
return
if(href_list["scanning"])
toggle_scan()
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["close"])
usr << browse(null, "window=prox")
return
if(usr)
attack_self(usr)
return

View File

@@ -1,2 +1,107 @@
//Signalers are now an assembly item, not sure if I should put it in here.
//Currently in game/objects/radio/signaler.dm
/obj/item/device/assembly/signaler
name = "Remote Signaling Device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
m_amt = 1000
g_amt = 200
w_amt = 100
origin_tech = "magnets=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
small_icon_state_left = "signaller_left"
small_icon_state_right = "signaller_right"
var
code = 30
frequency = 100
delay = 0
airlock_wire = null
proc
send_signal()
activate()
if(!..()) return 0//Cooldown check
signal()
pulse(0)
if(istype(src.loc, /obj/machinery/door/airlock) && src.airlock_wire && src.wires)
var/obj/machinery/door/airlock/A = src.loc
A.pulse(src.airlock_wire)
// pulse(1)//?
return 1
interact(mob/user as mob, flag1)
var/t1 = "-------"
// if ((src.b_stat && !( flag1 )))
// t1 = text("-------<BR>\nGreen Wire: []<BR>\nRed Wire: []<BR>\nBlue Wire: []<BR>\n", (src.wires & 4 ? text("<A href='?src=\ref[];wires=4'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=4'>Mend Wire</A>", src)), (src.wires & 2 ? text("<A href='?src=\ref[];wires=2'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=2'>Mend Wire</A>", src)), (src.wires & 1 ? text("<A href='?src=\ref[];wires=1'>Cut Wire</A>", src) : text("<A href='?src=\ref[];wires=1'>Mend Wire</A>", src)))
// else
// t1 = "-------" Speaker: [src.listening ? "<A href='byond://?src=\ref[src];listen=0'>Engaged</A>" : "<A href='byond://?src=\ref[src];listen=1'>Disengaged</A>"]<BR>
var/dat = {"
<TT>
<A href='byond://?src=\ref[src];send=1'>Send Signal</A><BR>
<B>Frequency/Code</B> for signaler:<BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A>
[src.frequency]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
Code:
<A href='byond://?src=\ref[src];code=-5'>-</A>
<A href='byond://?src=\ref[src];code=-1'>-</A>
[src.code]
<A href='byond://?src=\ref[src];code=1'>+</A>
<A href='byond://?src=\ref[src];code=5'>+</A><BR>
[t1]
</TT>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
Topic(href, href_list)
//..()
if(usr.stat)
return
if ((usr.contents.Find(src) || (usr.contents.Find(src.holder) || (in_range(src, usr) && istype(src.loc, /turf)))))
usr.machine = src
if (href_list["freq"])
src.frequency += text2num(href_list["freq"])
src.frequency = round(src.frequency)
src.frequency = min(100, src.frequency)
src.frequency = max(1, src.frequency)
return
if(href_list["code"])
src.code += text2num(href_list["code"])
src.code = round(src.code)
src.code = min(100, src.code)
src.code = max(1, src.code)
if(href_list["send"])
spawn( 0 )
send_signal()
return
// if(href_list["listen"])
// src.listening = text2num(href_list["listen"])
else
usr << browse(null, "window=radio")
return
return
proc/signal()//will have to do for now
for(var/obj/item/device/assembly/signaler/S in world)
if(!S) continue
if(S == src) continue
if((S.frequency == src.frequency) && (S.code == src.code))
S.pulsed(1)
return 1
return 0

View File

@@ -1,154 +1,81 @@
/obj/item/device/timer
/obj/item/device/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon = 'new_assemblies.dmi'
icon_state = "timer"
item_state = "electronic"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
m_amt = 100
m_amt = 500
g_amt = 50
w_amt = 10
origin_tech = "magnets=1"
secured = 0
small_icon_state_left = "timer_left"
small_icon_state_right = "timer_right"
var
secured = 0
small_icon_state_left = "timer_left"
small_icon_state_right = "timer_right"
list/small_icon_state_overlays = null
obj/holder = null
cooldown = 0//To prevent spam
timing = 0
time = 0
time = 10
proc
Activate()//Called when this assembly is pulsed by another one
Secure()//Code that has to happen when the assembly is ready goes here
Unsecure()//Code that has to happen when the assembly is taken off of the ready state goes here
Attach_Assembly(var/obj/A, var/mob/user)//Called when an assembly is attacked by another
Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
Holder_Movement()
timer_end()
IsAssembly()
return 1
Process_cooldown()
cooldown--
if(cooldown <= 0) return 0
spawn(10)
Process_cooldown()
return 1
Activate()
if((!secured) || (cooldown > 0))
return 0
cooldown = 2
src.timing = !src.timing
activate()
if(!..()) return 0//Cooldown check
timing = !timing
update_icon()
spawn(10)
Process_cooldown()
return 0
Secure()
toggle_secure()
secured = !secured
if(secured)
return 0
processing_objects.Add(src)//removal is taken care of it process()
secured = 1
return 1
Unsecure()
if(!secured)
return 0
secured = 0
return 1
Attach_Assembly(var/obj/A, var/mob/user)
holder = new/obj/item/device/assembly_holder(get_turf(src))
if(holder:attach(A,src,user))
user.show_message("\blue You attach the [A.name] to the [src.name]!")
return 1
return 0
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.IsAssembly())
var/obj/item/device/D = W
if((!D:secured) && (!src.secured))
Attach_Assembly(D,user)
if(isscrewdriver(W))
if(src.secured)
Unsecure()
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
user.show_message("\blue The [src.name] is ready!")
return
processing_objects.Add(src)
else
..()
return
timing = 0
processing_objects.Remove(src)
update_icon()
return secured
timer_end()
if((!secured)||(cooldown > 0)) return 0
if((holder)&&(holder.IsAssemblyHolder()))
spawn(0)
holder:Process_Activation(src)
return
pulse(0)
for(var/mob/O in hearers(null, null))
O.show_message(text("\icon[] *beep* *beep*", src), 3, "*beep* *beep*", 2)
cooldown = 2
spawn(10)
Process_cooldown()
process_cooldown()
return
process()
if((src.timing) && (src.time >= 0))
src.time--
if(src.time <= 0)
src.timing = 0
src.time = 0
timer_end()
update_icon()
if(!secured)
src.timing = 0
processing_objects.Remove(src)
update_icon()
if(timing && (time >= 0))
time--
if(time <= 0)
timing = 0
timer_end()
time = 10
return
update_icon()
src.overlays = null
src.small_icon_state_overlays = list()
overlays = null
small_icon_state_overlays = list()
if(timing)
src.overlays += text("timer_timing")
src.small_icon_state_overlays += text("timer_timing")
overlays += text("timer_timing")
small_icon_state_overlays += text("timer_timing")
if(holder)
holder.update_icon()
return
examine()
set src in view()
..()
if ((in_range(src, usr) || src.loc == usr))
if (src.secured)
usr.show_message("The [src.name] is ready!")
else
usr.show_message("The [src.name] can be attached!")
return
attack_self(mob/user as mob)
interact(mob/user as mob)//TODO: Have this use the wires
if(!secured)
user.show_message("\red The [src.name] is unsecured!")
user.show_message("\red The [name] is unsecured!")
return 0
var/second = src.time % 60
var/minute = (src.time - second) / 60
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (src.timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
var/second = time % 60
var/minute = (time - second) / 60
var/dat = text("<TT><B>Timing Unit</B>\n[] []:[]\n<A href='?src=\ref[];tp=-30'>-</A> <A href='?src=\ref[];tp=-1'>-</A> <A href='?src=\ref[];tp=1'>+</A> <A href='?src=\ref[];tp=30'>+</A>\n</TT>", (timing ? text("<A href='?src=\ref[];time=0'>Timing</A>", src) : text("<A href='?src=\ref[];time=1'>Not Timing</A>", src)), minute, second, src, src, src, src)
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
user << browse(dat, "window=timer")
@@ -158,24 +85,25 @@
Topic(href, href_list)
..()
if(get_dist(src, usr) <= 1)
if (href_list["time"])
src.timing = text2num(href_list["time"])
update_icon()
if (href_list["tp"])
var/tp = text2num(href_list["tp"])
src.time += tp
src.time = min(max(round(src.time), 0), 600)
if (href_list["close"])
usr << browse(null, "window=timer")
return
if(usr)
src.attack_self(usr)
else
if(get_dist(src, usr) > 1)
usr << browse(null, "window=timer")
onclose(usr, "timer")
return
if(href_list["time"])
timing = text2num(href_list["time"])
update_icon()
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 600)
if(href_list["close"])
usr << browse(null, "window=timer")
return
if(usr)
attack_self(usr)
return