//////////////////////////////////////// //Singularity beacon //////////////////////////////////////// /obj/machinery/power/singularity_beacon name = "ominous beacon" desc = "This looks suspicious..." icon = 'icons/obj/singularity.dmi' icon_state = "beacon" anchored = 0 density = 1 layer = BELOW_MOB_LAYER //so people can't hide it and it's REALLY OBVIOUS stat = 0 verb_say = "states" var/cooldown = 0 var/active = 0 var/icontype = "beacon" /obj/machinery/power/singularity_beacon/proc/Activate(mob/user = null) if(surplus() < 1500) if(user) to_chat(user, "The connected wire doesn't have enough current.") return for(var/obj/singularity/singulo in GLOB.singularities) if(singulo.z == z) singulo.target = src icon_state = "[icontype]1" active = 1 if(user) to_chat(user, "You activate the beacon.") /obj/machinery/power/singularity_beacon/proc/Deactivate(mob/user = null) for(var/obj/singularity/singulo in GLOB.singularities) if(singulo.target == src) singulo.target = null icon_state = "[icontype]0" active = 0 if(user) to_chat(user, "You deactivate the beacon.") /obj/machinery/power/singularity_beacon/attack_ai(mob/user) return /obj/machinery/power/singularity_beacon/attack_hand(mob/user) if(anchored) return active ? Deactivate(user) : Activate(user) else to_chat(user, "You need to screw the beacon to the floor first!") return /obj/machinery/power/singularity_beacon/attackby(obj/item/weapon/W, mob/user, params) if(istype(W,/obj/item/weapon/screwdriver)) if(active) to_chat(user, "You need to deactivate the beacon first!") return if(anchored) anchored = 0 to_chat(user, "You unscrew the beacon from the floor.") disconnect_from_network() return else if(!connect_to_network()) to_chat(user, "This device must be placed over an exposed, powered cable node!") return anchored = 1 to_chat(user, "You screw the beacon to the floor and attach the cable.") return else return ..() /obj/machinery/power/singularity_beacon/Destroy() if(active) Deactivate() return ..() //stealth direct power usage /obj/machinery/power/singularity_beacon/process() if(!active) return if(surplus() > 1500) add_load(1500) if(cooldown <= world.time) cooldown = world.time + 100 for(var/obj/singularity/singulo in GLOB.singularities) if(singulo.z == z) say("The [singulo] is now [get_dist(src,singulo)] standard lengths away to the [dir2text(get_dir(src,singulo))]") else Deactivate() say("Insufficient charge detected - powering down") /obj/machinery/power/singularity_beacon/syndicate icontype = "beaconsynd" icon_state = "beaconsynd0" // SINGULO BEACON SPAWNER /obj/item/device/sbeacondrop name = "suspicious beacon" icon = 'icons/obj/radio.dmi' icon_state = "beacon" desc = "A label on it reads: Warning: Activating this device will send a special beacon to your location." origin_tech = "bluespace=6;syndicate=5" w_class = WEIGHT_CLASS_SMALL var/droptype = /obj/machinery/power/singularity_beacon/syndicate /obj/item/device/sbeacondrop/attack_self(mob/user) if(user) to_chat(user, "Locked In.") new droptype( user.loc ) playsound(src, 'sound/effects/pop.ogg', 100, 1, 1) qdel(src) return /obj/item/device/sbeacondrop/bomb desc = "A label on it reads: Warning: Activating this device will send a high-ordinance explosive to your location." droptype = /obj/machinery/syndicatebomb origin_tech = "bluespace=5;syndicate=5" /obj/item/device/sbeacondrop/powersink desc = "A label on it reads: Warning: Activating this device will send a power draining device to your location." droptype = /obj/item/device/powersink origin_tech = "bluespace=4;syndicate=5"