/obj/machinery/power/emitter name = "emitter" desc = "A heavy-duty industrial laser, often used in containment fields and power generation." icon = 'icons/obj/singularity.dmi' icon_state = "emitter" anchored = FALSE density = TRUE req_access = list(ACCESS_ENGINE_EQUIP) circuit = /obj/item/circuitboard/machine/emitter use_power = NO_POWER_USE idle_power_usage = 10 active_power_usage = 300 var/icon_state_on = "emitter_+a" var/active = 0 var/powered = 0 var/fire_delay = 100 var/maximum_fire_delay = 100 var/minimum_fire_delay = 20 var/last_shot = 0 var/shot_number = 0 var/state = 0 var/locked = FALSE var/allow_switch_interact = TRUE var/projectile_type = /obj/item/projectile/beam/emitter var/projectile_sound = 'sound/weapons/emitter.ogg' var/datum/effect_system/spark_spread/sparks // The following 3 vars are mostly for the prototype var/manual = FALSE var/charge = 0 var/last_projectile_params /obj/machinery/power/emitter/anchored anchored = TRUE /obj/machinery/power/emitter/ctf name = "Energy Cannon" active = TRUE active_power_usage = FALSE idle_power_usage = FALSE locked = TRUE req_access_txt = "100" state = 2 use_power = FALSE /obj/machinery/power/emitter/Initialize() . = ..() RefreshParts() wires = new /datum/wires/emitter(src) if(state == 2 && anchored) connect_to_network() sparks = new sparks.attach(src) sparks.set_up(5, TRUE, src) /obj/machinery/power/emitter/RefreshParts() var/max_firedelay = 120 var/firedelay = 120 var/min_firedelay = 24 var/power_usage = 350 for(var/obj/item/stock_parts/micro_laser/L in component_parts) max_firedelay -= 20 * L.rating min_firedelay -= 4 * L.rating firedelay -= 20 * L.rating maximum_fire_delay = max_firedelay minimum_fire_delay = min_firedelay fire_delay = firedelay for(var/obj/item/stock_parts/manipulator/M in component_parts) power_usage -= 50 * M.rating active_power_usage = power_usage /obj/machinery/power/emitter/ComponentInitialize() . = ..() AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_FLIP ,null,CALLBACK(src, .proc/can_be_rotated)) /obj/machinery/power/emitter/proc/can_be_rotated(mob/user,rotation_type) if (anchored) to_chat(user, "It is fastened to the floor!") return FALSE return TRUE /obj/machinery/power/emitter/Destroy() if(SSticker.IsRoundInProgress()) var/turf/T = get_turf(src) message_admins("Emitter deleted at [ADMIN_COORDJMP(T)]",0,1) log_game("Emitter deleted at [COORD(T)]") investigate_log("deleted at [get_area(src)] [COORD(T)]", INVESTIGATE_SINGULO) QDEL_NULL(sparks) return ..() /obj/machinery/power/emitter/update_icon() if (active && powernet && avail(active_power_usage)) icon_state = icon_state_on else icon_state = initial(icon_state) /obj/machinery/power/emitter/interact(mob/user) add_fingerprint(user) if(state == 2) if(!powernet) to_chat(user, "The emitter isn't connected to a wire!") return 1 if(!locked && allow_switch_interact) if(src.active==1) src.active = 0 to_chat(user, "You turn off \the [src].") message_admins("Emitter turned off by [ADMIN_LOOKUPFLW(user)] in [ADMIN_COORDJMP(src)]",0,1) log_game("Emitter turned off by [key_name(user)] in [COORD(src)]") investigate_log("turned off by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO) else src.active = 1 to_chat(user, "You turn on \the [src].") src.shot_number = 0 src.fire_delay = maximum_fire_delay investigate_log("turned on by [key_name(user)] at [get_area(src)]", INVESTIGATE_SINGULO) update_icon() else to_chat(user, "The controls are locked!") else to_chat(user, "[src] needs to be firmly secured to the floor first!") return 1 /obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M) if(ismegafauna(M) && anchored) state = 0 anchored = FALSE M.visible_message("[M] rips [src] free from its moorings!") else ..() if(!anchored) step(src, get_dir(M, src)) /obj/machinery/power/emitter/emp_act(severity)//Emitters are hardened but still might have issues return 1 /obj/machinery/power/emitter/process() if(stat & (BROKEN)) return if(src.state != 2 || (!powernet && active_power_usage)) src.active = 0 update_icon() return if(src.active == 1) if(!active_power_usage || avail(active_power_usage)) add_load(active_power_usage) if(!powered) powered = 1 update_icon() investigate_log("regained power and turned on at [get_area(src)]", INVESTIGATE_SINGULO) else if(powered) powered = 0 update_icon() investigate_log("lost power and turned off at [get_area(src)]", INVESTIGATE_SINGULO) log_game("Emitter lost power in ([x],[y],[z])") return if(charge <=80) charge+=5 if(!check_delay() || manual == TRUE) return FALSE fire_beam() /obj/machinery/power/emitter/proc/check_delay() if((src.last_shot + src.fire_delay) <= world.time) return TRUE return FALSE /obj/machinery/power/emitter/proc/fire_beam_pulse() if(!check_delay()) return FALSE if(state != 2) return FALSE if(avail(active_power_usage)) add_load(active_power_usage) fire_beam() /obj/machinery/power/emitter/proc/fire_beam(mob/user) var/obj/item/projectile/P = new projectile_type(get_turf(src)) playsound(get_turf(src), projectile_sound, 50, 1) if(prob(35)) sparks.start() P.firer = user? user : src if(last_projectile_params) P.p_x = last_projectile_params[2] P.p_y = last_projectile_params[3] P.fire(last_projectile_params[1]) else P.fire(dir2angle(dir)) if(!manual) last_shot = world.time if(shot_number < 3) fire_delay = 20 shot_number ++ else fire_delay = rand(minimum_fire_delay,maximum_fire_delay) shot_number = 0 P.fire() return P /obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent) if(active) if(!silent) to_chat(user, "Turn \the [src] off first!") return FAILED_UNFASTEN else if(state == EM_WELDED) if(!silent) to_chat(user, "[src] is welded to the floor!") return FAILED_UNFASTEN return ..() /obj/machinery/power/emitter/default_unfasten_wrench(mob/user, obj/item/I, time = 20) . = ..() if(. == SUCCESSFUL_UNFASTEN) if(anchored) state = EM_SECURED else state = EM_UNSECURED /obj/machinery/power/emitter/wrench_act(mob/living/user, obj/item/I) default_unfasten_wrench(user, I) return TRUE /obj/machinery/power/emitter/welder_act(mob/living/user, obj/item/I) if(active) to_chat(user, "Turn \the [src] off first.") return TRUE switch(state) if(EM_UNSECURED) to_chat(user, "The [src.name] needs to be wrenched to the floor!") if(EM_SECURED) if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user.name] starts to weld the [name] to the floor.", \ "You start to weld \the [src] to the floor...", \ "You hear welding.") if(I.use_tool(src, user, 20, volume=50)) state = EM_WELDED to_chat(user, "You weld \the [src] to the floor.") connect_to_network() if(EM_WELDED) if(!I.tool_start_check(user, amount=0)) return TRUE user.visible_message("[user.name] starts to cut the [name] free from the floor.", \ "You start to cut \the [src] free from the floor...", \ "You hear welding.") if(I.use_tool(src, user, 20, volume=50)) state = EM_SECURED to_chat(user, "You cut \the [src] free from the floor.") disconnect_from_network() return TRUE /obj/machinery/power/emitter/crowbar_act(mob/living/user, obj/item/I) default_deconstruction_crowbar(I) return TRUE /obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I) default_deconstruction_screwdriver(user, "emitter_open", "emitter", I) return TRUE /obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params) if(I.GetID()) if(obj_flags & EMAGGED) to_chat(user, "The lock seems to be broken!") return if(allowed(user)) if(active) locked = !locked to_chat(user, "You [src.locked ? "lock" : "unlock"] the controls.") else to_chat(user, "The controls can only be locked when \the [src] is online!") else to_chat(user, "Access denied.") return else if(is_wire_tool(I) && panel_open) wires.interact(user) return return ..() /obj/machinery/power/emitter/emag_act(mob/user) if(obj_flags & EMAGGED) return locked = FALSE obj_flags |= EMAGGED if(user) user.visible_message("[user.name] emags [src].","You short out the lock.") /obj/machinery/power/emitter/prototype name = "Prototype Emitter" icon = 'icons/obj/turrets.dmi' icon_state = "protoemitter" icon_state_on = "protoemitter_+a" can_buckle = TRUE buckle_lying = 0 var/view_range = 12 var/datum/action/innate/protoemitter/firing/auto //BUCKLE HOOKS /obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob,force = 0) playsound(src,'sound/mecha/mechmove01.ogg', 50, 1) manual = FALSE for(var/obj/item/I in buckled_mob.held_items) if(istype(I, /obj/item/turret_control)) qdel(I) if(istype(buckled_mob)) buckled_mob.pixel_x = 0 buckled_mob.pixel_y = 0 if(buckled_mob.client) buckled_mob.client.change_view(CONFIG_GET(string/default_view)) auto.Remove(buckled_mob) . = ..() /obj/machinery/power/emitter/prototype/user_buckle_mob(mob/living/M, mob/living/carbon/user) if(user.incapacitated() || !istype(user)) return for(var/atom/movable/A in get_turf(src)) if(A.density && (A != src && A != M)) return M.forceMove(get_turf(src)) ..() playsound(src,'sound/mecha/mechmove01.ogg', 50, 1) M.pixel_y = 14 layer = 4.1 if(M.client) M.client.change_view(view_range) if(!auto) auto = new() auto.Grant(M, src) /datum/action/innate/protoemitter check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUN | AB_CHECK_CONSCIOUS var/obj/machinery/power/emitter/prototype/PE var/mob/living/carbon/U /datum/action/innate/protoemitter/Grant(mob/living/carbon/L, obj/machinery/power/emitter/prototype/proto) PE = proto U = L . = ..() /datum/action/innate/protoemitter/firing name = "Switch to Manual Firing" desc = "The emitter will only fire on your command and at your designated target" button_icon_state = "mech_zoom_on" /datum/action/innate/protoemitter/firing/Activate() if(PE.manual) playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1) PE.manual = FALSE name = "Switch to Manual Firing" desc = "The emitter will only fire on your command and at your designated target" button_icon_state = "mech_zoom_on" for(var/obj/item/I in U.held_items) if(istype(I, /obj/item/turret_control)) qdel(I) UpdateButtonIcon() return else playsound(PE,'sound/mecha/mechmove01.ogg', 50, 1) name = "Switch to Automatic Firing" desc = "Emitters will switch to periodic firing at your last target" button_icon_state = "mech_zoom_off" PE.manual = TRUE for(var/V in U.held_items) var/obj/item/I = V if(istype(I)) if(U.dropItemToGround(I)) var/obj/item/turret_control/TC = new /obj/item/turret_control() U.put_in_hands(TC) else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand var/obj/item/turret_control/TC = new /obj/item/turret_control() U.put_in_hands(TC) UpdateButtonIcon() /obj/item/turret_control name = "turret controls" icon_state = "offhand" w_class = WEIGHT_CLASS_HUGE flags_1 = ABSTRACT_1 | NODROP_1 resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON_1 var/delay = 0 /obj/item/turret_control/afterattack(atom/targeted_atom, mob/user, proxflag, clickparams) ..() var/obj/machinery/power/emitter/E = user.buckled E.setDir(get_dir(E,targeted_atom)) user.setDir(E.dir) switch(E.dir) if(NORTH) E.layer = 3.9 user.pixel_x = 0 user.pixel_y = -14 if(NORTHEAST) E.layer = 3.9 user.pixel_x = -8 user.pixel_y = -12 if(EAST) E.layer = 4.1 user.pixel_x = -14 user.pixel_y = 0 if(SOUTHEAST) E.layer = 3.9 user.pixel_x = -8 user.pixel_y = 12 if(SOUTH) E.layer = 4.1 user.pixel_x = 0 user.pixel_y = 14 if(SOUTHWEST) E.layer = 3.9 user.pixel_x = 8 user.pixel_y = 12 if(WEST) E.layer = 4.1 user.pixel_x = 14 user.pixel_y = 0 if(NORTHWEST) E.layer = 3.9 user.pixel_x = 8 user.pixel_y = -12 E.last_projectile_params = calculate_projectile_angle_and_pixel_offsets(user, clickparams) if(E.charge >= 10 && world.time > delay) E.charge -= 10 E.fire_beam(user) delay = world.time + 10 else if (E.charge < 10) playsound(get_turf(user),'sound/machines/buzz-sigh.ogg', 50, 1)