This commit is contained in:
Hatterhat
2020-01-12 02:49:58 -06:00
129 changed files with 4829 additions and 6595 deletions
+2 -2
View File
@@ -373,7 +373,7 @@
/obj/machinery/sleeper/syndie/Initialize()
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/machine/sleeper(null)
component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
component_parts += new /obj/item/stock_parts/matter_bin/super(null)
component_parts += new /obj/item/stock_parts/manipulator/pico(null)
component_parts += new /obj/item/stack/sheet/glass(null)
@@ -384,7 +384,7 @@
/obj/machinery/sleeper/syndie/fullupgrade/Initialize()
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/machine/sleeper(null)
component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
component_parts += new /obj/item/stock_parts/matter_bin/bluespace(null)
component_parts += new /obj/item/stock_parts/manipulator/femto(null)
component_parts += new /obj/item/stack/sheet/glass(null)
+3
View File
@@ -1408,6 +1408,9 @@
/obj/machinery/door/airlock/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
if(security_level != AIRLOCK_SECURITY_NONE && the_rcd.canRturf != TRUE)
to_chat(user, "<span class='notice'>[src]'s reinforcement needs to be removed first.</span>")
return FALSE
return list("mode" = RCD_DECONSTRUCT, "delay" = 50, "cost" = 32)
return FALSE
+15
View File
@@ -450,6 +450,21 @@
return
return ..()
/obj/structure/firelock_frame/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((constructionStep == CONSTRUCTION_NOCIRCUIT) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/structure/firelock_frame/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a firelock circuit and slot it into the assembly.</span>")
constructionStep = CONSTRUCTION_GUTTED
update_icon()
return TRUE
return FALSE
/obj/structure/firelock_frame/heavy
name = "heavy firelock frame"
reinforced = TRUE
+340 -325
View File
@@ -1,325 +1,340 @@
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if((temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT) && (last_alarm+FIREALARM_COOLDOWN < world.time) && !(obj_flags & EMAGGED) && detecting && !stat)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if((temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT) && (last_alarm+FIREALARM_COOLDOWN < world.time) && !(obj_flags & EMAGGED) && detecting && !stat)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((buildstage == 0) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/machinery/firealarm/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return TRUE
return FALSE
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
+389
View File
@@ -0,0 +1,389 @@
#define AUTOYLATHE_MAIN_MENU 1
#define AUTOYLATHE_CATEGORY_MENU 2
#define AUTOYLATHE_SEARCH_MENU 3
/obj/machinery/autoylathe
name = "autoylathe"
desc = "It produces toys using plastic, metal and glass."
icon_state = "autolathe"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
circuit = /obj/item/circuitboard/machine/autoylathe
layer = BELOW_OBJ_LAYER
var/operating = FALSE
var/list/L = list()
var/list/LL = list()
var/hacked = FALSE
var/disabled = 0
var/shocked = FALSE
var/hack_wire
var/disable_wire
var/shock_wire
var/busy = FALSE
var/prod_coeff = 1
var/datum/design/being_built
var/datum/techweb/stored_research
var/list/datum/design/matching_designs
var/selected_category
var/screen = 1
var/list/categories = list(
"Toys",
"Figurines",
"Pistols",
"Rifles",
"Heavy",
"Melee",
"Armor",
"Adult",
"Misc",
"Imported"
)
/obj/machinery/autoylathe/Initialize()
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASTIC), 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autoylathe(src)
stored_research = new /datum/techweb/specialized/autounlocking/autoylathe
matching_designs = list()
/obj/machinery/autoylathe/Destroy()
QDEL_NULL(wires)
return ..()
/obj/machinery/autoylathe/ui_interact(mob/user)
. = ..()
if(!is_operational())
return
if(shocked && !(stat & NOPOWER))
shock(user,50)
var/dat
switch(screen)
if(AUTOYLATHE_MAIN_MENU)
dat = main_win(user)
if(AUTOYLATHE_CATEGORY_MENU)
dat = category_win(user,selected_category)
if(AUTOYLATHE_SEARCH_MENU)
dat = search_win(user)
var/datum/browser/popup = new(user, "Autoylathe", name, 400, 500)
popup.set_content(dat)
popup.open()
/obj/machinery/autoylathe/on_deconstruction()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.retrieve_all()
/obj/machinery/autoylathe/attackby(obj/item/O, mob/user, params)
if (busy)
to_chat(user, "<span class=\"alert\">The autoylathe is busy. Please wait for completion of previous operation.</span>")
return TRUE
if(default_deconstruction_screwdriver(user, "autolathe_t", "autolathe", O))
updateUsrDialog()
return TRUE
if(default_deconstruction_crowbar(O))
return TRUE
if(panel_open && is_wire_tool(O))
wires.interact(user)
return TRUE
if(user.a_intent == INTENT_HARM) //so we can hit the machine
return ..()
if(stat)
return TRUE
if(istype(O, /obj/item/disk/design_disk))
user.visible_message("[user] begins to load \the [O] in \the [src]...",
"You begin to load a design from \the [O]...",
"You hear the chatter of a floppy drive.")
busy = TRUE
var/obj/item/disk/design_disk/D = O
if(do_after(user, 14.4, target = src))
for(var/B in D.blueprints)
if(B)
stored_research.add_design(B)
busy = FALSE
return TRUE
return ..()
/obj/machinery/autoylathe/proc/AfterMaterialInsert(type_inserted, id_inserted, amount_inserted)
if(ispath(type_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(amount_inserted / 10)
else
switch(id_inserted)
if (MAT_METAL)
flick("autolathe_o",src)//plays metal insertion animation
if (MAT_GLASS)
flick("autolathe_r",src)//plays glass insertion animation
if (MAT_PLASTIC)
flick("autolathe_o",src)//plays metal insertion animation
use_power(amount_inserted / 10)
updateUsrDialog()
/obj/machinery/autoylathe/Topic(href, href_list)
if(..())
return
if (!busy)
if(href_list["menu"])
screen = text2num(href_list["menu"])
updateUsrDialog()
if(href_list["category"])
selected_category = href_list["category"]
updateUsrDialog()
if(href_list["make"])
/////////////////
//href protection
being_built = stored_research.isDesignResearchedID(href_list["make"])
if(!being_built)
return
var/multiplier = text2num(href_list["multiplier"])
var/is_stack = ispath(being_built.build_path, /obj/item/stack)
multiplier = CLAMP(multiplier,1,50)
/////////////////
var/coeff = (is_stack ? 1 : prod_coeff) //stacks are unaffected by production coefficient
var/metal_cost = being_built.materials[MAT_METAL]
var/glass_cost = being_built.materials[MAT_GLASS]
var/plastic_cost = being_built.materials[MAT_PLASTIC]
var/power = max(2000, (metal_cost+glass_cost+plastic_cost)*multiplier/5)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if((materials.amount(MAT_METAL) >= metal_cost*multiplier*coeff) && (materials.amount(MAT_GLASS) >= glass_cost*multiplier*coeff) && (materials.amount(MAT_PLASTIC) >= plastic_cost*multiplier*coeff))
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 32 : 32*coeff*multiplier
addtimer(CALLBACK(src, .proc/make_item, power, metal_cost, glass_cost, plastic_cost, multiplier, coeff, is_stack), time)
if(href_list["search"])
matching_designs.Cut()
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(findtext(D.name,href_list["to_search"]))
matching_designs.Add(D)
updateUsrDialog()
else
to_chat(usr, "<span class=\"alert\">The autoylathe is busy. Please wait for completion of previous operation.</span>")
updateUsrDialog()
return
/obj/machinery/autoylathe/proc/make_item(power, metal_cost, glass_cost, plastic_cost, multiplier, coeff, is_stack)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/atom/A = drop_location()
use_power(power)
var/list/materials_used = list(MAT_METAL=metal_cost*coeff*multiplier, MAT_GLASS=glass_cost*coeff*multiplier, MAT_PLASTIC=plastic_cost*coeff*multiplier)
materials.use_amount(materials_used)
if(is_stack)
var/obj/item/stack/N = new being_built.build_path(A, multiplier)
N.update_icon()
N.autoylathe_crafted(src)
else
for(var/i=1, i<=multiplier, i++)
var/obj/item/new_item = new being_built.build_path(A)
new_item.materials = new_item.materials.Copy()
for(var/mat in materials_used)
new_item.materials[mat] = materials_used[mat] / multiplier
new_item.autoylathe_crafted(src)
icon_state = "autolathe"
busy = FALSE
updateDialog()
/obj/machinery/autoylathe/RefreshParts()
var/T = 0
for(var/obj/item/stock_parts/matter_bin/MB in component_parts)
T += MB.rating*75000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = T
T=1.2
for(var/obj/item/stock_parts/manipulator/M in component_parts)
T -= M.rating*0.2
prod_coeff = CLAMP(T,1,0) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
/obj/machinery/autoylathe/proc/main_win(mob/user)
var/dat = "<div class='statusDisplay'><h3>Autoylathe Menu:</h3><br>"
dat += materials_printout()
dat += "<form name='search' action='?src=[REF(src)]'>\
<input type='hidden' name='src' value='[REF(src)]'>\
<input type='hidden' name='search' value='to_search'>\
<input type='hidden' name='menu' value='[AUTOYLATHE_SEARCH_MENU]'>\
<input type='text' name='to_search'>\
<input type='submit' value='Search'>\
</form><hr>"
var/line_length = 1
dat += "<table style='width:100%' align='center'><tr>"
for(var/C in categories)
if(line_length > 2)
dat += "</tr><tr>"
line_length = 1
dat += "<td><A href='?src=[REF(src)];category=[C];menu=[AUTOYLATHE_CATEGORY_MENU]'>[C]</A></td>"
line_length++
dat += "</tr></table></div>"
return dat
/obj/machinery/autoylathe/proc/category_win(mob/user,selected_category)
var/dat = "<A href='?src=[REF(src)];menu=[AUTOYLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><br>"
dat += materials_printout()
for(var/v in stored_research.researched_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(!(selected_category in D.category))
continue
if(disabled || !can_build(D))
dat += "<span class='linkOff'>[D.name]</span>"
else
dat += "<a href='?src=[REF(src)];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS] ?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY,D.materials[MAT_PLASTIC] ?round(materials.amount(MAT_PLASTIC)/D.materials[MAT_PLASTIC]):INFINITY)
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=25'>x25</a>"
if(max_multiplier > 0 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=[max_multiplier]'>x[max_multiplier]</a>"
else
if(!disabled && can_build(D, 5))
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=5'>x5</a>"
if(!disabled && can_build(D, 10))
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
dat += "[get_design_cost(D)]<br>"
dat += "</div>"
return dat
/obj/machinery/autoylathe/proc/search_win(mob/user)
var/dat = "<A href='?src=[REF(src)];menu=[AUTOYLATHE_MAIN_MENU]'>Return to main menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><br>"
dat += materials_printout()
for(var/v in matching_designs)
var/datum/design/D = v
if(disabled || !can_build(D))
dat += "<span class='linkOff'>[D.name]</span>"
else
dat += "<a href='?src=[REF(src)];make=[D.id];multiplier=1'>[D.name]</a>"
if(ispath(D.build_path, /obj/item/stack))
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/max_multiplier = min(D.maxstack, D.materials[MAT_METAL] ?round(materials.amount(MAT_METAL)/D.materials[MAT_METAL]):INFINITY,D.materials[MAT_GLASS] ?round(materials.amount(MAT_GLASS)/D.materials[MAT_GLASS]):INFINITY,D.materials[MAT_PLASTIC] ?round(materials.amount(MAT_PLASTIC)/D.materials[MAT_PLASTIC]):INFINITY)
if (max_multiplier>10 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=10'>x10</a>"
if (max_multiplier>25 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=25'>x25</a>"
if(max_multiplier > 0 && !disabled)
dat += " <a href='?src=[REF(src)];make=[D.id];multiplier=[max_multiplier]'>x[max_multiplier]</a>"
dat += "[get_design_cost(D)]<br>"
dat += "</div>"
return dat
/obj/machinery/autoylathe/proc/materials_printout()
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/dat = "<b>Total amount:</b> [materials.total_amount] / [materials.max_amount] cm<sup>3</sup><br>"
for(var/mat_id in materials.materials)
var/datum/material/M = materials.materials[mat_id]
dat += "<b>[M.name] amount:</b> [M.amount] cm<sup>3</sup><br>"
return dat
/obj/machinery/autoylathe/proc/can_build(datum/design/D, amount = 1)
if(D.make_reagents.len)
return FALSE
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(D.materials[MAT_METAL] && (materials.amount(MAT_METAL) < (D.materials[MAT_METAL] * coeff * amount)))
return FALSE
if(D.materials[MAT_GLASS] && (materials.amount(MAT_GLASS) < (D.materials[MAT_GLASS] * coeff * amount)))
return FALSE
if(D.materials[MAT_PLASTIC] && (materials.amount(MAT_PLASTIC) < (D.materials[MAT_PLASTIC] * coeff * amount)))
return FALSE
return TRUE
/obj/machinery/autoylathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/dat
if(D.materials[MAT_METAL])
dat += "[D.materials[MAT_METAL] * coeff] metal "
if(D.materials[MAT_GLASS])
dat += "[D.materials[MAT_GLASS] * coeff] glass "
if(D.materials[MAT_PLASTIC])
dat += "[D.materials[MAT_PLASTIC] * coeff] plastic"
return dat
/obj/machinery/autoylathe/proc/reset(wire)
switch(wire)
if(WIRE_HACK)
if(!wires.is_cut(wire))
adjust_hacked(FALSE)
if(WIRE_SHOCK)
if(!wires.is_cut(wire))
shocked = FALSE
if(WIRE_DISABLE)
if(!wires.is_cut(wire))
disabled = FALSE
/obj/machinery/autoylathe/proc/shock(mob/user, prb)
if(stat & (BROKEN|NOPOWER)) // unpowered, no shock
return FALSE
if(!prob(prb))
return FALSE
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
if (electrocute_mob(user, get_area(src), src, 0.7, TRUE))
return TRUE
else
return FALSE
/obj/machinery/autoylathe/proc/adjust_hacked(state)
hacked = state
for(var/id in SSresearch.techweb_designs)
var/datum/design/D = SSresearch.techweb_designs[id]
if((D.build_type & AUTOYLATHE) && ("hacked" in D.category))
if(hacked)
stored_research.add_design(D)
else
stored_research.remove_design(D)
/obj/machinery/autoylathe/hacked/Initialize()
. = ..()
adjust_hacked(TRUE)
//Called when the object is constructed by an autoylathe
//Has a reference to the autoylathe so you can do !!FUN!! things with hacked lathes
/obj/item/proc/autoylathe_crafted(obj/machinery/autoylathe/A)
return