320 lines
9.2 KiB
Plaintext
320 lines
9.2 KiB
Plaintext
/obj/item/weapon/electronics/firealarm
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name = "fire alarm electronics"
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desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
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/obj/item/wallframe/firealarm
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name = "fire alarm frame"
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desc = "Used for building fire alarms"
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icon = 'icons/obj/monitors.dmi'
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icon_state = "fire_bitem"
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result_path = /obj/machinery/firealarm
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/obj/machinery/firealarm
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name = "fire alarm"
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desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "fire0"
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anchored = 1
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 100
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 6
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power_channel = ENVIRON
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var/detecting = 1
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var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
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resistance_flags = FIRE_PROOF
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/obj/machinery/firealarm/New(loc, dir, building)
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..()
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if(dir)
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src.setDir(dir)
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if(building)
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buildstage = 0
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panel_open = 1
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
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pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
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update_icon()
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/obj/machinery/firealarm/power_change()
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..()
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update_icon()
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/obj/machinery/firealarm/update_icon()
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cut_overlays()
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var/area/A = src.loc
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A = A.loc
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if(panel_open)
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icon_state = "fire_b[buildstage]"
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return
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else
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icon_state = "fire0"
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if(stat & BROKEN)
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icon_state = "firex"
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return
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if(stat & NOPOWER)
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return
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if(src.z == ZLEVEL_STATION)
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add_overlay("overlay_[GLOB.security_level]")
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else
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//var/green = SEC_LEVEL_GREEN
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add_overlay("overlay_[SEC_LEVEL_GREEN]")
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if(detecting)
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add_overlay("overlay_[A.fire ? "fire" : "clear"]")
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else
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add_overlay("overlay_fire")
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/obj/machinery/firealarm/emp_act(severity)
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if(prob(50 / severity))
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alarm()
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..()
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/obj/machinery/firealarm/emag_act(mob/user)
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if(!emagged)
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emagged = 1
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if(user)
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user.visible_message("<span class='warning'>Sparks fly out of the [src]!</span>",
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"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
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playsound(src.loc, 'sound/effects/sparks4.ogg', 50, 1)
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/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
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if(!emagged && detecting && !stat && (temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT))
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alarm()
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..()
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/obj/machinery/firealarm/proc/alarm()
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if(!is_operational())
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return
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var/area/A = get_area(src)
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A.firealert(src)
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playsound(src.loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
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/obj/machinery/firealarm/proc/alarm_in(time)
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addtimer(CALLBACK(src, .proc/alarm), time)
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/obj/machinery/firealarm/proc/reset()
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if(!is_operational())
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return
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var/area/A = get_area(src)
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A.firereset(src)
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/obj/machinery/firealarm/proc/reset_in(time)
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addtimer(CALLBACK(src, .proc/reset), time)
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/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "firealarm", name, 300, 150, master_ui, state)
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ui.open()
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/obj/machinery/firealarm/ui_data(mob/user)
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var/list/data = list()
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data["emagged"] = emagged
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if(src.z == ZLEVEL_STATION)
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data["seclevel"] = get_security_level()
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else
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data["seclevel"] = "green"
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var/area/A = get_area(src)
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data["alarm"] = A.fire
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return data
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/obj/machinery/firealarm/ui_act(action, params)
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if(..() || buildstage != 2)
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return
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switch(action)
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if("reset")
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reset()
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. = TRUE
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if("alarm")
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alarm()
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. = TRUE
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/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver) && buildstage == 2)
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playsound(src.loc, W.usesound, 50, 1)
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panel_open = !panel_open
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to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
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update_icon()
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return
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if(panel_open)
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if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP)
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var/obj/item/weapon/weldingtool/WT = W
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if(obj_integrity < max_integrity)
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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playsound(loc, WT.usesound, 40, 1)
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if(do_after(user, 40*WT.toolspeed, target = src))
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obj_integrity = max_integrity
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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switch(buildstage)
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if(2)
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if(istype(W, /obj/item/device/multitool))
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detecting = !detecting
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if (src.detecting)
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user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
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else
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user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
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return
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else if (istype(W, /obj/item/weapon/wirecutters))
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buildstage = 1
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playsound(src.loc, W.usesound, 50, 1)
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new /obj/item/stack/cable_coil(user.loc, 5)
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to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
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update_icon()
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return
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if(1)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need more cable for this!</span>")
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else
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coil.use(5)
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buildstage = 2
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to_chat(user, "<span class='notice'>You wire \the [src].</span>")
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update_icon()
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return
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else if(istype(W, /obj/item/weapon/crowbar))
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playsound(src.loc, W.usesound, 50, 1)
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user.visible_message("[user.name] removes the electronics from [src.name].", \
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"<span class='notice'>You start prying out the circuit...</span>")
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if(do_after(user, 20*W.toolspeed, target = src))
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if(buildstage == 1)
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if(stat & BROKEN)
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to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
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stat &= ~BROKEN
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else
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to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
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new /obj/item/weapon/electronics/firealarm(user.loc)
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buildstage = 0
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update_icon()
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return
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if(0)
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if(istype(W, /obj/item/weapon/electronics/firealarm))
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to_chat(user, "<span class='notice'>You insert the circuit.</span>")
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qdel(W)
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buildstage = 1
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update_icon()
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return
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else if(istype(W, /obj/item/weapon/wrench))
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user.visible_message("[user] removes the fire alarm assembly from the wall.", \
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"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
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var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
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frame.loc = user.loc
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playsound(src.loc, W.usesound, 50, 1)
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qdel(src)
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return
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return ..()
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/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(.) //damage received
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if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
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if(prob(33))
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alarm()
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/obj/machinery/firealarm/obj_break(damage_flag)
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if(!(stat & BROKEN) && !(flags & NODECONSTRUCT) && buildstage != 0) //can't break the electronics if there isn't any inside.
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stat |= BROKEN
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update_icon()
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/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc, 1)
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if(!(stat & BROKEN))
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var/obj/item/I = new /obj/item/weapon/electronics/firealarm(loc)
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if(!disassembled)
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I.obj_integrity = I.max_integrity * 0.5
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new /obj/item/stack/cable_coil(loc, 3)
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qdel(src)
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/*
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* Party button
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*/
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/obj/machinery/firealarm/partyalarm
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name = "\improper PARTY BUTTON"
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desc = "Cuban Pete is in the house!"
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/obj/machinery/firealarm/partyalarm/attack_hand(mob/user)
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if((user.stat && !IsAdminGhost(user)) || stat & (NOPOWER|BROKEN))
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return
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if (buildstage != 2)
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return
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user.set_machine(src)
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var/area/A = src.loc
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var/d1
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var/dat
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if(ishuman(user) || user.has_unlimited_silicon_privilege)
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A = A.loc
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if (A.party)
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d1 = text("<A href='?src=\ref[];reset=1'>No Party :(</A>", src)
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else
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d1 = text("<A href='?src=\ref[];alarm=1'>PARTY!!!</A>", src)
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dat = text("<HTML><HEAD></HEAD><BODY><TT><B>Party Button</B> []</BODY></HTML>", d1)
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else
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A = A.loc
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if (A.fire)
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d1 = text("<A href='?src=\ref[];reset=1'>[]</A>", src, stars("No Party :("))
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else
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d1 = text("<A href='?src=\ref[];alarm=1'>[]</A>", src, stars("PARTY!!!"))
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dat = text("<HTML><HEAD></HEAD><BODY><TT><B>[]</B> []", stars("Party Button"), d1)
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var/datum/browser/popup = new(user, "firealarm", "Party Alarm")
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popup.set_content(dat)
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popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
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popup.open()
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return
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/obj/machinery/firealarm/partyalarm/reset()
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if (stat & (NOPOWER|BROKEN))
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return
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var/area/A = src.loc
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A = A.loc
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if (!( istype(A, /area) ))
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return
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for(var/area/RA in A.related)
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RA.partyreset()
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return
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/obj/machinery/firealarm/partyalarm/alarm()
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if (stat & (NOPOWER|BROKEN))
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return
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var/area/A = src.loc
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A = A.loc
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if (!( istype(A, /area) ))
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return
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for(var/area/RA in A.related)
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RA.partyalert()
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return
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