initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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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 = CONDUCT
w_class = 2
materials = list(MAT_METAL=100)
throwforce = 2
throw_speed = 3
throw_range = 7
origin_tech = "magnets=1;engineering=1"
var/secured = 1
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wire_type = WIRE_RECEIVE | WIRE_PULSE
var/attachable = 0 // can this be attached to wires
var/datum/wires/connected = null
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
/obj/item/device/assembly/proc/on_attach()
/obj/item/device/assembly/proc/on_detach()
/obj/item/device/assembly/proc/holder_movement() //Called when the holder is moved
return
/obj/item/device/assembly/proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
return "The trigger assembly looks broken!"
/obj/item/device/assembly/proc/is_secured(mob/user)
if(!secured)
user << "<span class='warning'>The [name] is unsecured!</span>"
return 0
return 1
//Called via spawn(10) to have it count down the cooldown var
/obj/item/device/assembly/proc/process_cooldown()
cooldown--
if(cooldown <= 0)
return 0
spawn(10)
process_cooldown()
return 1
//Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
/obj/item/device/assembly/proc/pulsed(radio = 0)
if(wire_type & WIRE_RECEIVE)
spawn(0)
activate()
if(radio && (wire_type & WIRE_RADIO_RECEIVE))
spawn(0)
activate()
return 1
//Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
/obj/item/device/assembly/proc/pulse(radio = 0)
if(connected && wire_type)
connected.pulse_assembly(src)
return 1
if(holder && (wire_type & WIRE_PULSE))
holder.process_activation(src, 1, 0)
if(holder && (wire_type & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
return 1
// What the device does when turned on
/obj/item/device/assembly/proc/activate()
if(!secured || (cooldown > 0))
return 0
cooldown = 2
spawn(10)
process_cooldown()
return 1
/obj/item/device/assembly/proc/toggle_secure()
secured = !secured
update_icon()
return secured
/obj/item/device/assembly/attackby(obj/item/weapon/W, mob/user, params)
if(isassembly(W))
var/obj/item/device/assembly/A = W
if((!A.secured) && (!secured))
holder = new/obj/item/device/assembly_holder(get_turf(src))
holder.assemble(src,A,user)
user << "<span class='notice'>You attach and secure \the [A] to \the [src]!</span>"
else
user << "<span class='warning'>Both devices must be in attachable mode to be attached together.</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
if(toggle_secure())
user << "<span class='notice'>\The [src] is ready!</span>"
else
user << "<span class='notice'>\The [src] can now be attached!</span>"
return
..()
/obj/item/device/assembly/examine(mob/user)
..()
if(secured)
user << "\The [src] is secured and ready to be used."
else
user << "\The [src] can be attached to other things."
/obj/item/device/assembly/attack_self(mob/user)
if(!user)
return 0
user.set_machine(src)
interact(user)
return 1
/obj/item/device/assembly/interact(mob/user)
return //HTML MENU FOR WIRES GOES HERE
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/obj/item/device/onetankbomb
name = "bomb"
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = 3
throw_speed = 2
throw_range = 4
flags = CONDUCT
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a plasma tank
origin_tech = "materials=1;engineering=1"
/obj/item/device/onetankbomb/examine(mob/user)
..()
user.examinate(bombtank)
/obj/item/device/onetankbomb/update_icon()
if(bombtank)
icon_state = bombtank.icon_state
if(bombassembly)
add_overlay(bombassembly.icon_state)
add_overlay(bombassembly.overlays)
add_overlay("bomb_assembly")
/obj/item/device/onetankbomb/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/device/analyzer))
bombtank.attackby(W, user)
return
if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
user << "<span class='notice'>You disassemble [src].</span>"
bombassembly.loc = user.loc
bombassembly.master = null
bombassembly = null
bombtank.loc = user.loc
bombtank.master = null
bombtank = null
qdel(src)
return
if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
if(!status)
status = 1
bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
else
status = 0
bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
user << "<span class='notice'>The hole has been closed.</span>"
add_fingerprint(user)
..()
/obj/item/device/onetankbomb/attack_self(mob/user) //pressing the bomb accesses its assembly
bombassembly.attack_self(user, 1)
add_fingerprint(user)
return
/obj/item/device/onetankbomb/receive_signal() //This is mainly called by the sensor through sense() to the holder, and from the holder to here.
visible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
sleep(10)
if(!src)
return
if(status)
bombtank.ignite() //if its not a dud, boom (or not boom if you made shitty mix) the ignite proc is below, in this file
else
bombtank.release()
/obj/item/device/onetankbomb/Crossed(atom/movable/AM as mob|obj) //for mousetraps
if(bombassembly)
bombassembly.Crossed(AM)
/obj/item/device/onetankbomb/on_found(mob/finder) //for mousetraps
if(bombassembly)
bombassembly.on_found(finder)
// ---------- Procs below are for tanks that are used exclusively in 1-tank bombs ----------
/obj/item/weapon/tank/proc/bomb_assemble(W,user) //Bomb assembly proc. This turns assembly+tank into a bomb
var/obj/item/device/assembly_holder/S = W
var/mob/M = user
if(isigniter(S.a_left) == isigniter(S.a_right)) //Check if either part of the assembly has an igniter, but if both parts are igniters, then fuck it
return
if(!M.drop_item()) //Remove the assembly from your hands
return
var/obj/item/device/onetankbomb/R = new /obj/item/device/onetankbomb(loc)
M.remove_from_mob(src) //Remove the tank from your character,in case you were holding it
M.put_in_hands(R) //Equips the bomb if possible, or puts it on the floor.
R.bombassembly = S //Tell the bomb about its assembly part
S.master = R //Tell the assembly about its new owner
S.loc = R //Move the assembly out of the fucking way
R.bombtank = src //Same for tank
master = R
loc = R
R.update_icon()
return
/obj/item/weapon/tank/proc/ignite() //This happens when a bomb is told to explode
air_contents.assert_gases("plasma", "o2")
var/fuel_moles = air_contents.gases["plasma"][MOLES] + air_contents.gases["o2"][MOLES]/6
air_contents.garbage_collect()
var/strength = 1
var/turf/ground_zero = get_turf(loc)
loc = null
if(air_contents.temperature > (T0C + 400))
strength = (fuel_moles/15)
if(strength >=1)
explosion(ground_zero, round(strength,1), round(strength*2,1), round(strength*3,1), round(strength*4,1))
else if(strength >=0.5)
explosion(ground_zero, 0, 1, 2, 4)
else if(strength >=0.2)
explosion(ground_zero, -1, 0, 1, 2)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.temperature > (T0C + 250))
strength = (fuel_moles/20)
if(strength >=1)
explosion(ground_zero, 0, round(strength,1), round(strength*2,1), round(strength*3,1))
else if (strength >=0.5)
explosion(ground_zero, -1, 0, 1, 2)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else if(air_contents.temperature > (T0C + 100))
strength = (fuel_moles/25)
if (strength >=1)
explosion(ground_zero, -1, 0, round(strength,1), round(strength*3,1))
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
else
ground_zero.assume_air(air_contents)
ground_zero.hotspot_expose(1000, 125)
air_update_turf()
if(master)
qdel(master)
qdel(src)
/obj/item/weapon/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles())
var/turf/T = get_turf(src)
if(!T)
return
T.assume_air(removed)
air_update_turf()
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/obj/item/device/assembly/control
name = "blast door controller"
desc = "A small electronic device able to control a blast door remotely."
icon_state = "control"
origin_tech = "magnets=1;programming=2"
attachable = 1
var/id = null
var/can_change_id = 0
/obj/item/device/assembly/control/examine(mob/user)
..()
if(id)
user << "<span class='notice'>Its channel ID is '[id]'.</span>"
/obj/item/device/assembly/control/activate()
cooldown = 1
var/openclose
for(var/obj/machinery/door/poddoor/M in machines)
if(M.id == src.id)
if(openclose == null)
openclose = M.density
spawn(0)
if(M)
if(openclose)
M.open()
else
M.close()
return
sleep(10)
cooldown = 0
/obj/item/device/assembly/control/airlock
name = "airlock controller"
desc = "A small electronic device able to control an airlock remotely."
id = "badmin" // Set it to null for MEGAFUN.
var/specialfunctions = OPEN
/*
Bitflag, 1= open (OPEN)
2= idscan (IDSCAN)
4= bolts (BOLTS)
8= shock (SHOCK)
16= door safties (SAFE)
*/
/obj/item/device/assembly/control/airlock/activate()
cooldown = 1
for(var/obj/machinery/door/airlock/D in airlocks)
if(D.id_tag == src.id)
if(specialfunctions & OPEN)
if(D.density)
D.open()
else
D.close()
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = !D.aiDisabledIdScanner
if(specialfunctions & BOLTS)
if(!D.wires.is_cut(WIRE_BOLTS) && D.hasPower())
D.locked = !D.locked
D.update_icon()
if(specialfunctions & SHOCK)
if(D.secondsElectrified)
D.secondsElectrified = -1
D.shockedby += "\[[time_stamp()]\][usr](ckey:[usr.ckey])"
add_logs(usr, D, "electrified")
else
D.secondsElectrified = 0
if(specialfunctions & SAFE)
D.safe = !D.safe
sleep(10)
cooldown = 0
/obj/item/device/assembly/control/massdriver
name = "mass driver controller"
desc = "A small electronic device able to control a mass driver."
/obj/item/device/assembly/control/massdriver/activate()
cooldown = 1
for(var/obj/machinery/door/poddoor/M in machines)
if (M.id == src.id)
spawn( 0 )
M.open()
sleep(10)
for(var/obj/machinery/mass_driver/M in machines)
if(M.id == src.id)
M.drive()
sleep(60)
for(var/obj/machinery/door/poddoor/M in machines)
if (M.id == src.id)
spawn( 0 )
M.close()
sleep(10)
cooldown = 0
/obj/item/device/assembly/control/igniter
name = "ignition controller"
desc = "A remote controller for a mounted igniter."
/obj/item/device/assembly/control/igniter/activate()
cooldown = 1
for(var/obj/machinery/sparker/M in machines)
if (M.id == src.id)
spawn( 0 )
M.ignite()
for(var/obj/machinery/igniter/M in machines)
if(M.id == src.id)
M.use_power(50)
M.on = !M.on
M.icon_state = "igniter[M.on]"
sleep(30)
cooldown = 0
/obj/item/device/assembly/control/flasher
name = "flasher controller"
desc = "A remote controller for a mounted flasher."
/obj/item/device/assembly/control/flasher/activate()
cooldown = 1
for(var/obj/machinery/flasher/M in machines)
if(M.id == src.id)
spawn(0)
M.flash()
sleep(50)
cooldown = 0
/obj/item/device/assembly/control/crematorium
name = "crematorium controller"
desc = "An evil-looking remote controller for a crematorium."
/obj/item/device/assembly/control/crematorium/activate()
cooldown = 1
for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
if (C.id == id)
C.cremate(usr)
sleep(50)
cooldown = 0
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/obj/item/device/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
throwforce = 0
w_class = 1
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
crit_fail = 0 //Is the flash burnt out?
var/times_used = 0 //Number of times it's been used.
var/last_used = 0 //last world.time it was used.
/obj/item/device/assembly/flash/update_icon(var/flash = 0)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay("flash-f")
attached_overlays += "flash-f"
spawn(5)
update_icon()
if(holder)
holder.update_icon()
/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/device/assembly/flash/activate()
if(!try_use_flash())
return 0
var/turf/T = get_turf(src)
T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
for(var/mob/living/carbon/M in viewers(3, T))
flash_carbon(M, null, 5, 0)
/obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!crit_fail)
crit_fail = 1
update_icon()
var/turf/T = get_turf(src)
T.visible_message("The [src.name] burns out!")
/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
return 1
/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
flash_recharge(10)
if(crit_fail)
return 0
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 15, targeted = 1)
add_logs(user, M, "flashed", src)
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.confused += power
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
user << "<span class='danger'>You blind [M] with the flash!</span>"
M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shield your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
else
if(M.flash_eyes())
M.confused += power
/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return 1
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
add_logs(user, R, "flashed", src)
update_icon(1)
M.Weaken(3)
R.confused += 5
R.flash_eyes(affect_silicon = 1)
user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return 0
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s flash emits a blinding light!</span>", "<span class='danger'>Your flash emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 1, 0)
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash() || !loc)
return 0
for(var/mob/living/carbon/M in viewers(3, loc))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(ticker.mode.add_revolutionary(M.mind))
M.Stun(3)
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
/obj/item/device/assembly/flash/cyborg
origin_tech = null
/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
/obj/item/device/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/device/assembly/health
name = "health sensor"
desc = "Used for scanning and monitoring health."
icon_state = "health"
materials = list(MAT_METAL=800, MAT_GLASS=200)
origin_tech = "magnets=1;biotech=1"
attachable = 1
secured = 0
var/scanning = 0
var/health_scan
var/alarm_health = 0
/obj/item/device/assembly/health/activate()
if(!..())
return 0//Cooldown check
toggle_scan()
return 0
/obj/item/device/assembly/health/toggle_secure()
secured = !secured
if(secured && scanning)
START_PROCESSING(SSobj, src)
else
scanning = 0
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/device/assembly/health/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/multitool))
if(alarm_health == 0)
alarm_health = -90
user.show_message("You toggle [src] to \"detect death\" mode.")
else
alarm_health = 0
user.show_message("You toggle [src] to \"detect critical state\" mode.")
return
else
return ..()
/obj/item/device/assembly/health/process()
if(!scanning || !secured)
return
var/atom/A = src
if(connected && connected.holder)
A = connected.holder
for(A, A && !ismob(A), A=A.loc);
// like get_turf(), but for mobs.
var/mob/living/M = A
if(M)
health_scan = M.health
if(health_scan <= alarm_health)
pulse()
audible_message("\icon[src] *beep* *beep*", "*beep* *beep*")
toggle_scan()
return
return
/obj/item/device/assembly/health/proc/toggle_scan()
if(!secured)
return 0
scanning = !scanning
if(scanning)
START_PROCESSING(SSobj, src)
else
STOP_PROCESSING(SSobj, src)
return
/obj/item/device/assembly/health/interact(mob/user as mob)//TODO: Change this to the wires thingy
if(!secured)
user.show_message("<span class='warning'>The [name] is unsecured!</span>")
return 0
var/dat = "<TT><B>Health Sensor</B> <A href='?src=\ref[src];scanning=1'>[scanning?"On":"Off"]</A>"
if(scanning && health_scan)
dat += "<BR>Health: [health_scan]"
user << browse(dat, "window=hscan")
onclose(user, "hscan")
return
/obj/item/device/assembly/health/Topic(href, href_list)
..()
if(!ismob(usr))
return
var/mob/user = usr
if(!user.canUseTopic(src))
usr << browse(null, "window=hscan")
onclose(usr, "hscan")
return
if(href_list["scanning"])
toggle_scan()
if(href_list["close"])
usr << browse(null, "window=hscan")
return
attack_self(user)
return
+16
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@@ -0,0 +1,16 @@
// See _DEFINES/is_helpers.dm for type helpers
/*
Name: IsSpecialAssembly
Desc: If true is an object that can be attached to an assembly holder but is a special thing like a plasma can or door
*/
/obj/proc/IsSpecialAssembly()
return 0
/*
Name: IsAssemblyHolder
Desc: If true is an object that can hold an assemblyholder object
*/
/obj/proc/IsAssemblyHolder()
return 0
+126
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@@ -0,0 +1,126 @@
/obj/item/device/assembly_holder
name = "Assembly"
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = CONDUCT
throwforce = 5
w_class = 2
throw_speed = 2
throw_range = 7
var/obj/item/device/assembly/a_left = null
var/obj/item/device/assembly/a_right = null
/obj/item/device/assembly_holder/IsAssemblyHolder()
return 1
/obj/item/device/assembly_holder/proc/assemble(obj/item/device/assembly/A, obj/item/device/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
name = "[A.name]-[A2.name] assembly"
update_icon()
feedback_add_details("assembly_made","[A.name]-[A2.name]")
/obj/item/device/assembly_holder/proc/attach(obj/item/device/assembly/A, mob/user)
if(!A.remove_item_from_storage(src))
if(user)
user.remove_from_mob(A)
A.loc = src
A.holder = src
A.toggle_secure()
if(!a_left)
a_left = A
else
a_right = A
/obj/item/device/assembly_holder/update_icon()
cut_overlays()
if(a_left)
add_overlay("[a_left.icon_state]_left")
for(var/O in a_left.attached_overlays)
add_overlay("[O]_l")
if(a_right)
var/list/images = list()
images += image(icon, icon_state = "[a_right.icon_state]_left")
for(var/O in a_right.attached_overlays)
images += image(icon, icon_state = "[O]_l")
var/matrix = matrix(-1, 0, 0, 0, 1, 0)
for(var/image/I in images)
I.transform = matrix
add_overlay(I)
if(master)
master.update_icon()
/obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj)
if(a_left)
a_left.Crossed(AM)
if(a_right)
a_right.Crossed(AM)
/obj/item/device/assembly_holder/on_found(mob/finder)
if(a_left)
a_left.on_found(finder)
if(a_right)
a_right.on_found(finder)
/obj/item/device/assembly_holder/Move()
..()
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
return
/obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
if(a_left && a_right)
a_left.holder_movement()
a_right.holder_movement()
..()
return
/obj/item/device/assembly_holder/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
if(!T)
return 0
if(a_left)
a_left.holder = null
a_left.loc = T
if(a_right)
a_right.holder = null
a_right.loc = T
qdel(src)
else
..()
/obj/item/device/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(!a_left || !a_right)
user << "<span class='danger'>Assembly part missing!</span>"
return
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")
a_left.attack_self(user)
if("Right")
a_right.attack_self(user)
return
else
a_left.attack_self(user)
a_right.attack_self(user)
/obj/item/device/assembly_holder/proc/process_activation(obj/D, normal = 1, special = 1)
if(!D)
return 0
if((normal) && (a_right) && (a_left))
if(a_right != D)
a_right.pulsed(0)
if(a_left != D)
a_left.pulsed(0)
if(master)
master.receive_signal()
return 1
+34
View File
@@ -0,0 +1,34 @@
/obj/item/device/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1"
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
heat = 1000
/obj/item/device/assembly/igniter/New()
..()
sparks.set_up(2, 0, src)
sparks.attach(src)
/obj/item/device/assembly/igniter/Destroy()
qdel(sparks)
sparks = null
return ..()
/obj/item/device/assembly/igniter/activate()
if(!..())
return 0//Cooldown check
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(1000,1000)
sparks.start()
return 1
/obj/item/device/assembly/igniter/attack_self(mob/user)
activate()
add_fingerprint(user)
return
+236
View File
@@ -0,0 +1,236 @@
/obj/item/device/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
icon_state = "infrared"
materials = list(MAT_METAL=1000, MAT_GLASS=500)
origin_tech = "magnets=2;materials=2"
var/on = 0
var/visible = 0
var/obj/effect/beam/i_beam/first = null
var/obj/effect/beam/i_beam/last = null
/obj/item/device/assembly/infra/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/device/assembly/infra/Destroy()
if(first)
qdel(first)
return ..()
/obj/item/device/assembly/infra/describe()
return "The infrared trigger is [on?"on":"off"]."
/obj/item/device/assembly/infra/activate()
if(!..())
return 0//Cooldown check
on = !on
update_icon()
return 1
/obj/item/device/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
on = 0
if(first)
qdel(first)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/device/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/infra/process()
if(!on)
if(first)
qdel(first)
return
if(!secured)
return
if(first && last)
last.process()
return
var/turf/T = get_turf(src)
if(T)
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(T)
I.master = src
I.density = 1
I.setDir(dir)
first = I
step(I, I.dir)
if(first)
I.density = 0
I.vis_spread(visible)
I.limit = 8
I.process()
/obj/item/device/assembly/infra/attack_hand()
qdel(first)
..()
return
/obj/item/device/assembly/infra/Move()
var/t = dir
..()
setDir(t)
qdel(first)
return
/obj/item/device/assembly/infra/holder_movement()
if(!holder)
return 0
// setDir(holder.dir)
qdel(first)
return 1
/obj/item/device/assembly/infra/proc/trigger_beam()
if((!secured)||(!on)||(cooldown > 0))
return 0
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
addtimer(src, "process_cooldown", 10)
/obj/item/device/assembly/infra/interact(mob/user)//TODO: change this this to the wire control panel
if(is_secured(user))
user.set_machine(src)
var/dat = "<TT><B>Infrared Laser</B>\n<B>Status</B>: [on ? "<A href='?src=\ref[src];state=0'>On</A>" : "<A href='?src=\ref[src];state=1'>Off</A>"]<BR>\n<B>Visibility</B>: [visible ? "<A href='?src=\ref[src];visible=0'>Visible</A>" : "<A href='?src=\ref[src];visible=1'>Invisible</A>"]<BR>\n</TT>"
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=infra")
onclose(user, "infra")
return
/obj/item/device/assembly/infra/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
if(href_list["visible"])
visible = !(visible)
if(first)
first.vis_spread(visible)
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/device/assembly/infra/verb/rotate()//This could likely be better
set name = "Rotate Infrared Laser"
set category = "Object"
set src in usr
if(usr.incapacitated())
return
setDir(turn(dir, 90))
return
/obj/item/device/assembly/infra/AltClick(mob/user)
..()
if(user.incapacitated())
user << "<span class='warning'>You can't do that right now!</span>"
return
if(!in_range(src, user))
return
else
rotate()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/effect/beam/i_beam/next = null
var/obj/effect/beam/i_beam/previous = null
var/obj/item/device/assembly/infra/master = null
var/limit = null
var/visible = 0
var/left = null
anchored = 1
/obj/effect/beam/i_beam/proc/hit()
if(master)
master.trigger_beam()
qdel(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
visible = v
if(next)
next.vis_spread(v)
/obj/effect/beam/i_beam/process()
if((loc.density || !(master)))
qdel(src)
return
if(left > 0)
left--
if(left < 1)
if(!(visible))
invisibility = INVISIBILITY_ABSTRACT
else
invisibility = 0
else
invisibility = 0
if(!next && (limit > 0))
var/obj/effect/beam/i_beam/I = new /obj/effect/beam/i_beam(loc)
I.master = master
I.density = 1
I.setDir(dir)
I.previous = src
next = I
step(I, I.dir)
if(next)
I.density = 0
I.vis_spread(visible)
I.limit = limit - 1
master.last = I
I.process()
/obj/effect/beam/i_beam/Bump()
qdel(src)
return
/obj/effect/beam/i_beam/Bumped()
hit()
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
hit()
/obj/effect/beam/i_beam/Destroy()
if(master.first == src)
master.first = null
if(next)
qdel(next)
next = null
if(previous)
previous.next = null
master.last = previous
return ..()
+141
View File
@@ -0,0 +1,141 @@
/obj/item/device/assembly/mousetrap
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
materials = list(MAT_METAL=100)
origin_tech = "combat=1;materials=2;engineering=1"
attachable = 1
var/armed = 0
/obj/item/device/assembly/mousetrap/examine(mob/user)
..()
if(armed)
user << "It looks like it's armed."
/obj/item/device/assembly/mousetrap/activate()
if(..())
armed = !armed
if(!armed)
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY && prob(50))
user << "<span class='warning'>Your hand slips, setting off the trigger!</span>"
pulse(0)
update_icon()
if(usr)
playsound(usr.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/describe()
return "The pressure switch is [armed?"primed":"safe"]."
/obj/item/device/assembly/mousetrap/update_icon()
if(armed)
icon_state = "mousetraparmed"
else
icon_state = "mousetrap"
if(holder)
holder.update_icon()
/obj/item/device/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
if(!armed)
return
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(PIERCEIMMUNE in H.dna.species.specflags)
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
return 0
switch(type)
if("feet")
if(!H.shoes)
affecting = H.get_bodypart(pick("l_leg", "r_leg"))
H.Weaken(3)
if("l_hand", "r_hand")
if(!H.gloves)
affecting = H.get_bodypart(type)
H.Stun(3)
if(affecting)
if(affecting.take_damage(1, 0))
H.update_damage_overlays(0)
H.updatehealth()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
M.splat()
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
pulse(0)
/obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
user << "<span class='notice'>You arm [src].</span>"
else
if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
user << "<span class='notice'>You disarm [src].</span>"
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
/obj/item/device/assembly/mousetrap/attack_hand(mob/living/carbon/human/user)
if(armed)
if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
..()
/obj/item/device/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(isanimal(AM))
var/mob/living/simple_animal/SA = AM
if(!SA.flying)
triggered(AM)
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
/obj/item/device/assembly/mousetrap/on_found(mob/finder)
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, finder.hand ? "l_hand" : "r_hand")
return 1 //end the search!
return 0
/obj/item/device/assembly/mousetrap/hitby(A as mob|obj)
if(!armed)
return ..()
visible_message("<span class='warning'>[src] is triggered by [A].</span>")
triggered(null)
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
+168
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@@ -0,0 +1,168 @@
/obj/item/device/assembly/prox_sensor
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
materials = list(MAT_METAL=800, MAT_GLASS=200)
origin_tech = "magnets=1;engineering=1"
attachable = 1
var/scanning = 0
var/timing = 0
var/time = 10
var/sensitivity = 1
var/atom/oldloc
var/list/turfs_around = list()
/obj/item/device/assembly/prox_sensor/proc/toggle_scan()
/obj/item/device/assembly/prox_sensor/proc/sense()
/obj/item/device/assembly/prox_sensor/New()
..()
START_PROCESSING(SSobj, src)
oldloc = loc
/obj/item/device/assembly/prox_sensor/describe()
if(timing)
return "<span class='notice'>The proximity sensor is arming.</span>"
return "The proximity sensor is [scanning?"armed":"disarmed"]."
/obj/item/device/assembly/prox_sensor/on_attach(datum/wires/w)
handle_move(w.holder)
/obj/item/device/assembly/prox_sensor/on_detach(datum/wires/w)
handle_move(w.holder.loc)
/obj/item/device/assembly/prox_sensor/activate()
if(!..())
return 0//Cooldown check
timing = !timing
update_icon()
return 1
/obj/item/device/assembly/prox_sensor/toggle_secure()
secured = !secured
if(!secured)
scanning = 0
timing = 0
update_icon()
return secured
/obj/item/device/assembly/prox_sensor/HasProximity(atom/movable/AM as mob|obj)
if (istype(AM, /obj/effect/beam))
return
sense()
/obj/item/device/assembly/prox_sensor/sense()
if((!secured)||(cooldown > 0))
return 0
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
addtimer(src, "process_cooldown", 10)
/obj/item/device/assembly/prox_sensor/process()
if(timing)
time--
if(time <= 0)
timing = 0
toggle_scan(1)
time = initial(time)
handle_move(get_turf(loc))
/obj/item/device/assembly/prox_sensor/dropped()
..()
if(scanning)
addtimer(src, "sense", 0)
/obj/item/device/assembly/prox_sensor/toggle_scan(scan)
if(!secured)
return 0
scanning = scan
if(scanning)
add_to_proximity_list(src, sensitivity)
else
remove_from_proximity_list(src, sensitivity)
oldloc = get_turf(loc)
update_icon()
/obj/item/device/assembly/prox_sensor/proc/sensitivity_change(value)
var/sense = min(max(sensitivity + value, 0), 5)
if(scanning)
shift_proximity(src, oldloc, sensitivity, loc, sense)
sensitivity = sense
/obj/item/device/assembly/prox_sensor/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("prox_timing")
attached_overlays += "prox_timing"
if(scanning)
add_overlay("prox_scanning")
attached_overlays += "prox_scanning"
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/prox_sensor/proc/handle_move(atom/newloc)
if(scanning)
if(shift_proximity(src, oldloc, sensitivity, newloc, sensitivity))
sense()
oldloc = newloc
/obj/item/device/assembly/prox_sensor/Move(newloc)
..()
handle_move(newloc)
/obj/item/device/assembly/prox_sensor/interact(mob/user)//TODO: Change this to the wires thingy
if(is_secured(user))
var/second = time % 60
var/minute = (time - second) / 60
var/dat = "<TT><B>Proximity Sensor</B>\n[(timing ? "<A href='?src=\ref[src];time=0'>Arming</A>" : "<A href='?src=\ref[src];time=1'>Not Arming</A>")] [minute]:[second]\n<A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>\n</TT>"
dat += "<BR><A href='?src=\ref[src];scanning=[scanning?"0'>Armed":"1'>Unarmed"]</A> (Movement sensor active when armed!)"
dat += "<BR>Detection range: <A href='?src=\ref[src];sense=down'>-</A> [sensitivity] <A href='?src=\ref[src];sense=up'>+</A>"
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=prox")
onclose(user, "prox")
return
/obj/item/device/assembly/prox_sensor/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=prox")
onclose(usr, "prox")
return
if(href_list["sense"])
sensitivity_change(((href_list["sense"] == "up") ? 1 : -1))
if(href_list["scanning"])
toggle_scan(text2num(href_list["scanning"]))
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)
+42
View File
@@ -0,0 +1,42 @@
/obj/item/assembly/shock_kit
name = "electrohelmet assembly"
desc = "This appears to be made from both an electropack and a helmet."
icon = 'icons/obj/assemblies.dmi'
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/electropack/part2 = null
w_class = 5
flags = CONDUCT
/obj/item/assembly/shock_kit/Destroy()
qdel(part1)
qdel(part2)
return ..()
/obj/item/assembly/shock_kit/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wrench))
var/turf/T = loc
if(ismob(T))
T = T.loc
part1.loc = T
part2.loc = T
part1.master = null
part2.master = null
part1 = null
part2 = null
qdel(src)
return
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/attack_self(mob/user)
part1.attack_self(user)
part2.attack_self(user)
add_fingerprint(user)
return
/obj/item/assembly/shock_kit/receive_signal()
if(istype(loc, /obj/structure/chair/e_chair))
var/obj/structure/chair/e_chair/C = loc
C.shock()
return
+191
View File
@@ -0,0 +1,191 @@
/obj/item/device/assembly/signaler
name = "remote signaling device"
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
materials = list(MAT_METAL=400, MAT_GLASS=120)
origin_tech = "magnets=1;bluespace=1"
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
attachable = 1
var/code = 30
var/frequency = 1457
var/delay = 0
var/datum/radio_frequency/radio_connection
/obj/item/device/assembly/signaler/New()
..()
spawn(40)
set_frequency(frequency)
/obj/item/device/assembly/signaler/Destroy()
if(SSradio)
SSradio.remove_object(src,frequency)
return ..()
/obj/item/device/assembly/signaler/activate()
if(cooldown > 0)
return 0
cooldown = 2
spawn(10)
process_cooldown()
signal()
return 1
/obj/item/device/assembly/signaler/update_icon()
if(holder)
holder.update_icon()
return
/obj/item/device/assembly/signaler/interact(mob/user, flag1)
if(is_secured(user))
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>
[format_frequency(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
/obj/item/device/assembly/signaler/Topic(href, href_list)
..()
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
usr << browse(null, "window=radio")
onclose(usr, "radio")
return
if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if(new_frequency < 1200 || new_frequency > 1600)
new_frequency = sanitize_frequency(new_frequency)
set_frequency(new_frequency)
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 )
signal()
if(usr)
attack_self(usr)
return
/obj/item/device/assembly/signaler/proc/signal()
if(!radio_connection) return
var/datum/signal/signal = new
signal.source = src
signal.encryption = code
signal.data["message"] = "ACTIVATE"
radio_connection.post_signal(src, signal)
var/time = time2text(world.realtime,"hh:mm:ss")
var/turf/T = get_turf(src)
if(usr)
lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
return
/*
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))
spawn(0)
if(S)
S.pulse(0)
return 0*/
/obj/item/device/assembly/signaler/receive_signal(datum/signal/signal)
if(!signal)
return 0
if(signal.encryption != code)
return 0
if(!(src.wires & WIRE_RADIO_RECEIVE))
return 0
pulse(1)
audible_message("\icon[src] *beep* *beep*", null, 1)
return
/obj/item/device/assembly/signaler/proc/set_frequency(new_frequency)
if(!SSradio)
sleep(20)
if(!SSradio)
return
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, RADIO_CHAT)
return
// Embedded signaller used in grenade construction.
// It's necessary because the signaler doens't have an off state.
// Generated during grenade construction. -Sayu
/obj/item/device/assembly/signaler/reciever
var/on = 0
/obj/item/device/assembly/signaler/reciever/proc/toggle_safety()
on = !on
/obj/item/device/assembly/signaler/reciever/activate()
toggle_safety()
return 1
/obj/item/device/assembly/signaler/reciever/describe()
return "The radio receiver is [on?"on":"off"]."
/obj/item/device/assembly/signaler/reciever/receive_signal(datum/signal/signal)
if(!on) return
return ..(signal)
// Embedded signaller used in anomalies.
/obj/item/device/assembly/signaler/anomaly
name = "anomaly core"
desc = "The neutralized core of an anomaly. It'd probably be valuable for research."
icon_state = "anomaly core"
item_state = "electronic"
/obj/item/device/assembly/signaler/anomaly/receive_signal(datum/signal/signal)
if(!signal)
return 0
if(signal.encryption != code)
return 0
for(var/obj/effect/anomaly/A in get_turf(src))
A.anomalyNeutralize()
/obj/item/device/assembly/signaler/anomaly/attack_self()
return
+118
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@@ -0,0 +1,118 @@
/obj/item/device/assembly/timer
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1;engineering=1"
attachable = 1
var/timing = 0
var/time = 5
var/saved_time = 5
var/loop = 0
/obj/item/device/assembly/timer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/device/assembly/timer/describe()
if(timing)
return "The timer is counting down from [time]!"
return "The timer is set for [time] seconds."
/obj/item/device/assembly/timer/activate()
if(!..())
return 0//Cooldown check
timing = !timing
update_icon()
return 1
/obj/item/device/assembly/timer/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
else
timing = 0
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/device/assembly/timer/proc/timer_end()
if((!secured)||(cooldown > 0))
return 0
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
spawn(10)
process_cooldown()
if(loop)
timing = 1
update_icon()
/obj/item/device/assembly/timer/process()
if(timing)
time--
if(time <= 0)
timing = 0
timer_end()
time = saved_time
/obj/item/device/assembly/timer/update_icon()
cut_overlays()
attached_overlays = list()
if(timing)
add_overlay("timer_timing")
attached_overlays += "timer_timing"
if(holder)
holder.update_icon()
/obj/item/device/assembly/timer/interact(mob/user)//TODO: Have this use the wires
if(is_secured(user))
var/second = time % 60
var/minute = (time - second) / 60
var/dat = "<TT><B>Timing Unit</B>\n[(timing ? "<A href='?src=\ref[src];time=0'>Timing</A>" : "<A href='?src=\ref[src];time=1'>Not Timing</A>")] [minute]:[second]\n<A href='?src=\ref[src];tp=-30'>-</A> <A href='?src=\ref[src];tp=-1'>-</A> <A href='?src=\ref[src];tp=1'>+</A> <A href='?src=\ref[src];tp=30'>+</A>\n</TT>"
dat += "<BR><BR><A href='?src=\ref[src];repeat=[(loop ? "0'>Stop repeating" : "1'>Set to repeat")]</A>"
dat += "<BR><BR><A href='?src=\ref[src];refresh=1'>Refresh</A>"
dat += "<BR><BR><A href='?src=\ref[src];close=1'>Close</A>"
var/datum/browser/popup = new(user, "timer", name)
popup.set_content(dat)
popup.open()
/obj/item/device/assembly/timer/Topic(href, href_list)
..()
if(usr.incapacitated() || !in_range(loc, usr))
usr << browse(null, "window=timer")
onclose(usr, "timer")
return
if(href_list["time"])
timing = text2num(href_list["time"])
if(timing && istype(holder, /obj/item/device/transfer_valve))
var/timer_message = "[key_name_admin(usr)](<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[usr]'>FLW</A>) activated [src] attachment on [holder]."
message_admins(timer_message)
bombers += timer_message
log_game("[key_name(usr)] activated [src] attachment for [loc]")
update_icon()
if(href_list["repeat"])
loop = text2num(href_list["repeat"])
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 1), 600)
saved_time = time
if(href_list["close"])
usr << browse(null, "window=timer")
return
if(usr)
attack_self(usr)
+90
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@@ -0,0 +1,90 @@
/obj/item/device/assembly/voice
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1;engineering=1"
flags = HEAR
attachable = 1
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
var/listening = 0
var/recorded = "" //the activation message
var/mode = 1
var/global/list/modes = list("inclusive",
"exclusive",
"recognizer",
"voice sensor")
/obj/item/device/assembly/voice/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans)
if(speaker == src)
return
if(listening && !radio_freq)
record_speech(speaker, raw_message)
else
if(check_activation(speaker, raw_message))
spawn(10)
pulse(0)
/obj/item/device/assembly/voice/proc/record_speech(atom/movable/speaker, raw_message)
switch(mode)
if(1)
recorded = raw_message
listening = 0
say("Activation message is '[recorded]'.")
if(2)
recorded = raw_message
listening = 0
say("Activation message is '[recorded]'.")
if(3)
recorded = speaker.GetVoice()
listening = 0
say("Your voice pattern is saved.")
if(4)
if(length(raw_message))
spawn(10)
pulse(0)
/obj/item/device/assembly/voice/proc/check_activation(atom/movable/speaker, raw_message)
. = 0
switch(mode)
if(1)
if(findtextEx(raw_message, recorded))
. = 1
if(2)
if(raw_message == recorded)
. = 1
if(3)
if(speaker.GetVoice() == recorded)
. = 1
if(4)
if(length(raw_message))
. = 1
/obj/item/device/assembly/voice/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/device/multitool))
mode %= modes.len
mode++
user << "You set [src] into a [modes[mode]] mode."
listening = 0
recorded = ""
else
return ..()
/obj/item/device/assembly/voice/activate()
if(secured)
if(!holder)
listening = !listening
say("[listening ? "Now" : "No longer"] recording input.")
/obj/item/device/assembly/voice/attack_self(mob/user)
if(!user)
return 0
activate()
return 1
/obj/item/device/assembly/voice/toggle_secure()
. = ..()
listening = 0