Files
GS13NG/code/game/machinery/firealarm.dm
Ghommie 0513f3464a one
2019-06-05 19:20:25 +02:00

330 lines
10 KiB
Plaintext

#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)
var/area/A = src.loc
A = A.loc
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
if(stat & NOPOWER)
icon_state = "fire0"
return
if(is_station_level(z))
add_overlay("overlay_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
if(detecting)
add_overlay("overlay_[A.fire ? "fire" : "clear"]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[A.fire ? "fire" : "clear"]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_fire")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_fire", 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
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()
if(!is_operational() && (last_alarm+FIREALARM_COOLDOWN < world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(src.loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
/obj/machinery/firealarm/proc/reset()
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "firealarm", name, 300, 150, master_ui, state)
ui.open()
/obj/machinery/firealarm/ui_data(mob/user)
var/list/data = list()
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
if(is_station_level(z))
data["seclevel"] = get_security_level()
else
data["seclevel"] = "green"
var/area/A = get_area(src)
data["alarm"] = A.fire
return data
/obj/machinery/firealarm/ui_act(action, params)
if(..() || buildstage != 2)
return
switch(action)
if("reset")
reset()
. = TRUE
if("alarm")
alarm()
. = TRUE
/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
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)
/obj/machinery/firealarm/partyalarm/ui_data(mob/user)
. = ..()
var/area/A = get_area(src)
.["alarm"] = A && A.party