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vgstation13/code/modules/assembly/assembly.dm

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/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
*/