Files
kiwistation/code/modules/assembly/infrared.dm
T
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00

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/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
is_position_sensitive = TRUE
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
var/list/obj/effect/beam/i_beam/beams
var/olddir = 0
var/turf/listeningTo
var/hearing_range = 3
/obj/item/assembly/infra/Initialize()
. = ..()
beams = list()
START_PROCESSING(SSobj, src)
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
AddComponent(
/datum/component/simple_rotation,
ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS,
null,
null,
CALLBACK(src,.proc/after_rotation)
)
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
/obj/item/assembly/infra/Destroy()
STOP_PROCESSING(SSobj, src)
listeningTo = null
QDEL_LIST(beams)
. = ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += "<span class='notice'>The infrared trigger is [on?"on":"off"].</span>"
/obj/item/assembly/infra/activate()
if(!..())
return FALSE//Cooldown check
on = !on
refreshBeam()
update_icon()
return TRUE
/obj/item/assembly/infra/toggle_secure()
secured = !secured
if(secured)
START_PROCESSING(SSobj, src)
refreshBeam()
else
QDEL_LIST(beams)
STOP_PROCESSING(SSobj, src)
update_icon()
return secured
/obj/item/assembly/infra/update_icon()
cut_overlays()
attached_overlays = list()
if(on)
add_overlay("infrared_on")
attached_overlays += "infrared_on"
if(visible && secured)
add_overlay("infrared_visible")
attached_overlays += "infrared_visible"
if(holder)
holder.update_icon()
return
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
refreshBeam()
/obj/item/assembly/infra/process()
if(!on || !secured)
refreshBeam()
return
/obj/item/assembly/infra/proc/refreshBeam()
QDEL_LIST(beams)
if(throwing || !on || !secured)
return
if(holder)
if(holder.master) //incase the sensor is part of an assembly that's contained in another item, such as a single tank bomb
if(!holder.master.IsSpecialAssembly() || !isturf(holder.master.loc))
return
else if(!isturf(holder.loc)) //else just check where the holder is
return
else if(!isturf(loc)) //or just where the fuck we are in general
return
var/turf/T = get_turf(src)
var/_dir = dir
var/turf/_T = get_step(T, _dir)
if(_T)
for(var/i in 1 to maxlength)
var/obj/effect/beam/i_beam/I = new(T)
if(istype(holder, /obj/item/assembly_holder))
var/obj/item/assembly_holder/assembly_holder = holder
I.icon_state = "[initial(I.icon_state)]_[(assembly_holder.a_left == src) ? "l":"r"]" //Sync the offset of the beam with the position of the sensor.
else if(istype(holder, /obj/item/transfer_valve))
I.icon_state = "[initial(I.icon_state)]_ttv"
I.density = TRUE
if(!I.Move(_T))
qdel(I)
switchListener(_T)
break
I.density = FALSE
beams += I
I.master = src
I.setDir(_dir)
I.invisibility = visible? 0 : INVISIBILITY_ABSTRACT
T = _T
_T = get_step(_T, _dir)
CHECK_TICK
/obj/item/assembly/infra/on_detach()
. = ..()
if(!.)
return
refreshBeam()
/obj/item/assembly/infra/attack_hand()
. = ..()
refreshBeam()
/obj/item/assembly/infra/Moved()
var/t = dir
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
. = ..()
olddir = dir
/obj/item/assembly/infra/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!olddir)
return
setDir(olddir)
olddir = null
/obj/item/assembly/infra/proc/trigger_beam(atom/movable/AM, turf/location)
refreshBeam()
switchListener(location)
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(FALSE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
if(ismob(CHM))
var/mob/LM = CHM
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
next_activate = world.time + 30
/obj/item/assembly/infra/proc/switchListener(turf/newloc)
if(listeningTo == newloc)
return
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_EXITED)
RegisterSignal(newloc, COMSIG_ATOM_EXITED, .proc/check_exit)
listeningTo = newloc
/obj/item/assembly/infra/proc/check_exit(datum/source, atom/movable/offender)
if(QDELETED(src))
return
if(offender == src || istype(offender,/obj/effect/beam/i_beam))
return
if (offender && isitem(offender))
var/obj/item/I = offender
if (I.item_flags & ABSTRACT)
return
return refreshBeam()
/obj/item/assembly/infra/ui_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></TT>"
dat += "<BR><B>Status</B>: [on ? "<A href='?src=[REF(src)];state=0'>On</A>" : "<A href='?src=[REF(src)];state=1'>Off</A>"]"
dat += "<BR><B>Visibility</B>: [visible ? "<A href='?src=[REF(src)];visible=0'>Visible</A>" : "<A href='?src=[REF(src)];visible=1'>Invisible</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=infra")
onclose(user, "infra")
return
/obj/item/assembly/infra/Topic(href, href_list)
..()
if(!usr.canUseTopic(src, BE_CLOSE))
usr << browse(null, "window=infra")
onclose(usr, "infra")
return
if(href_list["state"])
on = !(on)
update_icon()
refreshBeam()
if(href_list["visible"])
visible = !(visible)
update_icon()
refreshBeam()
if(href_list["close"])
usr << browse(null, "window=infra")
return
if(usr)
attack_self(usr)
/obj/item/assembly/infra/setDir()
. = ..()
refreshBeam()
/***************************IBeam*********************************/
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ibeam"
var/obj/item/assembly/infra/master
anchored = TRUE
density = FALSE
pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE|LETPASSTHROW
/obj/effect/beam/i_beam/Crossed(atom/movable/AM as mob|obj)
if(istype(AM, /obj/effect/beam))
return
if (isitem(AM))
var/obj/item/I = AM
if (I.item_flags & ABSTRACT)
return
master.trigger_beam(AM, get_turf(src))