Files
vgstation13/code/modules/power/singularity/emitter.dm
ShiftyRail 409ae193c2 The Postman always ring twice (#30551)
* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"

This reverts commit 5ae655387f.

* fixes urgent problems

* fixes the problem with zooming out

* gliding

* on the beach

* suffer not the lag

* fixes mesons and fire
2021-09-07 09:58:07 +01:00

395 lines
12 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/power/emitter
name = "emitter"
desc = "A heavy duty industrial laser."
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter0"
anchored = 0
density = 1
req_access = list(access_engine_equip)
use_power = 0
idle_power_usage = 10
active_power_usage = 300
var/active = 0
var/powered = 0
var/fire_delay = 100
var/last_shot = 0
var/shot_number = 0
var/locked = 0
var/previous_state = 0//for update_icon() purposes
machine_flags = EMAGGABLE | WRENCHMOVE | FIXED2WORK | WELD_FIXED | MULTITOOL_MENU
var/frequency = 0
var/datum/radio_frequency/radio_connection
//Now uses a constant beam.
var/obj/effect/beam/emitter/beam = null
lighting_flags = IS_LIGHT_SOURCE
light_power = 1
light_range = 1
light_color = "#ffffff"
/obj/machinery/power/emitter/antique
name = "antique emitter"
desc = "An old fashioned heavy duty industrial laser."
icon_state = "emitter"
/obj/machinery/power/emitter/antique/update_icon()
if(powered && get_powernet() && avail(active_power_usage) && active)
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/New(var/turf/loc)
..()
kill_light() // Start off
previous_state = state
//Radio remote control
/obj/machinery/power/emitter/proc/set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
/obj/machinery/power/emitter/verb/rotate_cw()
set name = "Rotate (Clockwise)"
set category = "Object"
set src in oview(1)
if(src.anchored || usr:stat)
to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
return 0
src.dir = turn(src.dir, -90)
return 1
/obj/machinery/power/emitter/verb/rotate_ccw()
set name = "Rotate (Counter-Clockwise)"
set category = "Object"
set src in oview(1)
if(src.anchored || usr:stat)
to_chat(usr, "<span class='warning'>It is fastened to the floor!</span>")
return 0
src.dir = turn(src.dir, 90)
return 1
/obj/machinery/power/emitter/initialize()
..()
if(state == 2 && anchored)
connect_to_network()
update_icon()
update_beam()
if(frequency)
set_frequency(frequency)
/obj/machinery/power/emitter/multitool_menu(var/mob/user,var/obj/item/device/multitool/P)
return {"
<ul>
<li><b>Frequency:</b> <a href="?src=\ref[src];set_freq=-1">[format_frequency(frequency)] GHz</a> (<a href="?src=\ref[src];set_freq=[1439]">Reset</a>)</li>
<li>[format_tag("ID Tag","id_tag","set_id")]</a></li>
</ul>
"}
/obj/machinery/power/emitter/proc/update_beam()
if(active && powered)
if(!beam)
beam = new /obj/effect/beam/emitter(loc)
beam.dir = dir
beam.emit(spawn_by=src)
set_light()
else
if(beam)
beam._re_emit = 0
qdel(beam)
beam = null
kill_light()
/obj/machinery/power/emitter/receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id_tag))
return 0
var/on
// to_chat(world, "\ref[src] received signal. tag [signal.data["tag"]], cmd [signal.data["command"]], state [signal.data["state"]], sigtype [signal.data["sigtype"]]")
if(signal.data["command"])
switch(signal.data["command"])
if("on")
on = 1
if("off")
on = 0
if("set")
on = signal.data["state"] > 0
if("toggle")
on = !active
if(!isnull(on) && anchored && state == 2 && on != active)
active = on
var/statestr = on ? "on":"off"
// Spammy message_admins("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in [formatJumpTo(src)]",0,1)
log_game("Emitter turned [statestr] by radio signal ([signal.data["command"]] @ [frequency]) in ([x],[y],[z])")
investigation_log(I_SINGULO,"turned <font color='orange'>[statestr]</font> by radio signal ([signal.data["command"]] @ [frequency])")
update_icon()
update_beam()
/obj/machinery/power/emitter/Destroy()
qdel(beam)
message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter deleted at ([x],[y],[z])")
investigation_log(I_SINGULO,"<font color='red'>deleted</font> at ([x],[y],[z])")
..()
/obj/machinery/power/emitter/update_icon()
overlays.len = 0
icon_state = "emitter[state]"
if (state != previous_state)
flick("emitterflick-[previous_state][state]",src)
previous_state = state
if(powered && get_powernet() && avail(active_power_usage) && active)
var/image/emitterbeam = image(icon,"emitter-beam")
emitterbeam.plane = ABOVE_LIGHTING_PLANE
emitterbeam.layer = ABOVE_LIGHTING_LAYER
overlays += emitterbeam
if(locked)
var/image/emitterlock = image(icon,"emitter-lock")
emitterlock.plane = ABOVE_LIGHTING_PLANE
emitterlock.layer = ABOVE_LIGHTING_LAYER
overlays += emitterlock
/obj/machinery/power/emitter/attack_hand(mob/user as mob)
//Require consciousness
if(user.stat && !isAdminGhost(user))
return
src.add_fingerprint(user)
if(state == 2)
if(!get_powernet())
to_chat(user, "<span class='warning'>\The [src] isn't connected to a wire.</span>")
return 1
if(!src.locked)
if(active)
turn_off()
user.visible_message("<span class='warning'>[user] turns \the [src] off.", \
"<span class='notice'>You turn \the [src] off.")
message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])")
investigation_log(I_SINGULO,"turned <font color='red'>off</font> by [user.key]")
else
turn_on()
user.visible_message("<span class='warning'>[user] turns \the [src] on.", \
"<span class='notice'>You turn \the [src] on.")
message_admins("Emitter turned on by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Emitter turned on by [user.ckey]([user]) in ([x],[y],[z])")
investigation_log(I_SINGULO,"turned <font color='green'>on</font> by [user.key]")
else
to_chat(user, "<span class='warning'>\The [src]'s 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/forceMove(atom/destination, no_tp=0, harderforce = FALSE, glide_size_override = 0)
if(active) // You just removed it from the power cable it was on, what did you think would happen?
visible_message("<span class='warning'>The [src] gets yanked off of its power source and turns off!</span>")
turn_off()
..()
//Important note, those procs not log the emitter being turned on or off, so please use the logs in attack_hand above
/obj/machinery/power/emitter/proc/turn_on()
active = 1
shot_number = 0
fire_delay = 100
update_icon()
update_beam()
/obj/machinery/power/emitter/proc/turn_off()
active = 0
update_icon()
update_beam()
/obj/machinery/power/emitter/emp_act(var/severity) //Emitters are EMP-proof for obvious reasons
return 1
/obj/machinery/power/emitter/process()
if(!anchored) //If it got unanchored "inexplicably"... fucking badmins
active = 0
update_icon()
update_beam()
return
if(stat & BROKEN)
return
if(state != 2 || (!powernet && active_power_usage)) //Not welded to the floor, or no more wire underneath and requires power
active = 0
update_icon()
update_beam()
return
if(((last_shot + fire_delay) <= world.time) && (active == 1)) //It's currently activated and it hasn't processed in a bit
if(!active_power_usage || avail(active_power_usage)) //Doesn't require power or powernet has enough supply
add_load(active_power_usage) //Drain it then bitch
if(!powered) //Yay its powered
powered = 1
update_icon()
update_beam()
investigation_log(I_SINGULO,"regained power and turned <font color='green'>on</font>")
else
if(powered) //Fuck its not anymore
powered = 0 //Whelp time to kill it then
update_beam() //Update its beam and icon
update_icon()
investigation_log(I_SINGULO,"lost power and turned <font color='red'>off</font>")
return
last_shot = world.time
if(shot_number < 3)
fire_delay = 2
shot_number++
else
fire_delay = rand(20, 100)
shot_number = 0
//beam = new /obj/item/projectile/beam/emitter(loc)
//beam.dir = dir
//playsound(src, 'sound/weapons/emitter.ogg', 25, 1)
if(prob(35))
spark(src, 5)
//A.dumbfire()
/obj/machinery/power/emitter/emag(mob/user)
if(!emagged)
locked = 0
emagged = 1
if(user)
user.visible_message("<span class='danger'>[user] shorts out \the [src]'s lock.</span>", "<span class='warning'>You short out \the [src]'s lock.</span>")
update_icon()
/obj/machinery/power/emitter/wrenchAnchor(var/mob/user, var/obj/item/I)
if(active)
to_chat(user, "<span class='warning'>Turn off \the [src] first.</span>")
return FALSE
. = ..()
update_icon()
/obj/machinery/power/emitter/weldToFloor()
if(..() == 1)
switch(state)
if(1)
disconnect_from_network()
if(2)
connect_to_network()
update_icon()
return 1
return -1
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
. = ..() //Holy fucking shit
if(.)
return .
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock appears to be broken.</span>")
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
to_chat(user, "<span class='notice'>The controls are now [src.locked ? "locked" : "unlocked"].</span>")
update_icon()
else
src.locked = 0 //just in case it somehow gets locked
to_chat(user, "<span class='warning'>The controls can only be locked when \the [src] is online</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
/obj/machinery/power/emitter/canClone(var/obj/machinery/power/emitter/O)
return istype(O)
/obj/machinery/power/emitter/clone(var/obj/machinery/power/emitter/O)
id_tag = O.id_tag
set_frequency(O.frequency)
return 1
/obj/machinery/power/emitter/npc_tamper_act(mob/living/L)
attack_hand(L)
/////////////////////////////////////////////////////////////////////////////////////
/obj/effect/beam/emitter
name = "emitter beam"
icon = 'icons/effects/beam.dmi'
icon_state = "emitter_1"
anchored = 1.0
flags = 0
base_damage = 30
full_damage = 30
damage_type = BURN
var/base_state = "emitter"
var/power = 1
moody_light_type = /atom/movable/light/moody/beam
light_color = LIGHT_COLOR_HALOGEN
light_power = 3
light_range = 1
light_type = LIGHT_SOFT_FLICKER
lighting_flags = FOLLOW_PIXEL_OFFSET
/obj/effect/beam/emitter/proc/set_power(var/newpower = 1)
power = newpower
if(next)
var/obj/effect/beam/emitter/next_beam=next
next_beam.set_power(power)
update_icon()
if(!master)
invoke_event(/event/beam_power_change, list("beam" = src))
/obj/effect/beam/emitter/spawn_child()
var/obj/effect/beam/emitter/beam = ..()
if(!beam)
return null
beam.power = power
return beam
/obj/effect/beam/emitter/update_icon()
if(!master)
invisibility = 101 //Make doubly sure
return
var/visible_power = clamp(round(power/3) + 1, 1, 3)
//if(!master)
//testing("Visible power: [visible_power]")
icon_state = "[base_state]_[visible_power]"
/obj/effect/beam/emitter/get_machine_underlay(var/mdir)
var/visible_power = clamp(round(power/3) + 1, 1, 3)
return image(icon = icon, icon_state = "[base_state]_[visible_power] underlay", dir = mdir)
/obj/effect/beam/emitter/get_damage()
return base_damage * power
/////////////////////////////////////////////////////////////////////////////////////
/obj/machinery/power/emitter/antique
name = "antique emitter"
desc = "An old fashioned heavy duty industrial laser."
icon_state = "emitter"
/obj/machinery/power/emitter/antique/update_icon()
if(powered && get_powernet() && avail(active_power_usage) && active)
icon_state = "emitter_+a"
else
icon_state = "emitter"