/obj/item/device/assembly name = "assembly" desc = "A small electronic device that should never exist." icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "" flags = FPRINT | TABLEPASS| CONDUCT 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 var/list/attached_overlays = null var/obj/item/device/assembly_holder/holder = null var/cooldown = 0//To prevent spam var/wires = WIRE_RECEIVE | WIRE_PULSE var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate() var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate() var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message proc/activate() //What the device does when turned on return proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs return proc/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 return proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here return proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another return proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var return proc/holder_movement() //Called when the holder is moved return interact(mob/user as mob) //Called when attack_self is called return process_cooldown() cooldown-- if(cooldown <= 0) return 0 spawn(10) process_cooldown() return 1 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 1 toggle_secure() secured = !secured update_icon() return secured 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 << "\blue You attach \the [A] to \the [src]!" return 1 return 0 attackby(obj/item/weapon/W as obj, mob/user as mob) if(isassembly(W)) var/obj/item/device/assembly/A = W if((!A.secured) && (!secured)) attach_assembly(A,user) return if(isscrewdriver(W)) if(toggle_secure()) user << "\blue \The [src] is ready!" else user << "\blue \The [src] can now be attached!" return ..() return process() processing_objects.Remove(src) return examine() set src in view() ..() if((in_range(src, usr) || loc == usr)) if(secured) usr << "\The [src] is ready!" else usr << "\The [src] can be attached!" return attack_self(mob/user as mob) if(!user) return 0 user.set_machine(src) interact(user) return 1 interact(mob/user as mob) return //HTML MENU FOR WIRES GOES HERE /* var/small_icon_state = null//If this obj will go inside the assembly use this for icons var/list/small_icon_state_overlays = null//Same here var/obj/holder = null var/cooldown = 0//To prevent spam proc Activate()//Called when this assembly is pulsed by another one Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here Activate() if(cooldown > 0) return 0 cooldown = 2 spawn(10) Process_cooldown() //Rest of code here return 0 Process_cooldown() cooldown-- if(cooldown <= 0) return 0 spawn(10) Process_cooldown() return 1 Attach_Holder(var/obj/H, var/mob/user) if(!H) return 0 if(!H.IsAssemblyHolder()) return 0 //Remember to have it set its loc somewhere in here */