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emitter.dm
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//emitter construction defines
#define EMITTER_UNWRENCHED 0
#define EMITTER_WRENCHED 1
#define EMITTER_WELDED 2
/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/icon_state_underpowered = "emitter_+u"
var/active = FALSE
var/powered = FALSE
var/fire_delay = 10 SECONDS //emitters always start with a 10 second starting time
var/maximum_reload_time = 10 SECONDS
var/minimum_reload_time = 2 SECONDS
var/shots_before_reload = 4 //how many times we shoot before "reloading"
var/delay_between_shots = 2 SECONDS //the time in seconds between regular shots, ie not "reloading"
var/last_shot = 0
var/shot_number = 0
var/state = EMITTER_UNWRENCHED
var/locked = FALSE
var/allow_switch_interact = TRUE
var/projectile_type = /obj/projectile/beam/emitter
var/projectile_sound = 'sound/weapons/emitter.ogg'
var/datum/effect_system/spark_spread/sparks
var/obj/item/gun/energy/gun
var/list/gun_properties
var/mode = 0
// The following 3 vars are mostly for the prototype
var/manual = FALSE
var/charge = 0
var/last_projectile_params
var/throwing_range = 5
var/throwing_speed = 3
/obj/machinery/power/emitter/anchored
anchored = TRUE
state = EMITTER_WRENCHED
/obj/machinery/power/emitter/ctf
name = "Energy Cannon"
active = TRUE
active_power_usage = FALSE
idle_power_usage = FALSE
locked = TRUE
req_access = list(ACCESS_CENT_GENERAL)
state = EMITTER_WELDED
use_power = FALSE
/obj/machinery/power/emitter/Initialize(mapload)
. = ..()
RefreshParts()
wires = new /datum/wires/emitter(src)
if(state == EMITTER_WELDED && anchored)
connect_to_network()
sparks = new
sparks.attach(src)
sparks.set_up(5, TRUE, src)
ADD_TRAIT(src, TRAIT_EMPPROOF_SELF, "innate_empproof")
ADD_TRAIT(src, TRAIT_EMPPROOF_CONTENTS, "innate_empproof")
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, PROC_REF(can_be_rotated)))
/obj/machinery/power/emitter/on_construction()
if(anchored && state == EMITTER_UNWRENCHED)
state = EMITTER_WRENCHED
/obj/machinery/power/emitter/RefreshParts()
var/max_reload = initial(maximum_reload_time) + 20
var/min_reload = initial(minimum_reload_time) + 4
var/power_usage = initial(active_power_usage) + 50
var/shot_delay = initial(delay_between_shots) + 2
var/shot_reload = initial(shots_before_reload) - 1
for(var/obj/item/stock_parts/micro_laser/L in component_parts)
max_reload -= 20 * L.rating
min_reload -= 4 * L.rating
maximum_reload_time = max_reload
minimum_reload_time = min_reload
for(var/obj/item/stock_parts/capacitor/C in component_parts)
shot_delay -= 2 * C.rating
shot_reload += C.rating
fire_delay = maximum_reload_time
delay_between_shots = shot_delay
shots_before_reload = shot_reload
for(var/obj/item/stock_parts/manipulator/M in component_parts)
power_usage -= 50 * M.rating
active_power_usage = power_usage
if(obj_flags & EMAGGED)
active_power_usage *= 5
/obj/machinery/power/emitter/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Emitting one beam each <b>[fire_delay*0.1]</b> seconds, shooting [shots_before_reload] times before recharging."
if(active_power_usage)
. += "<br>Power consumption at <b>[active_power_usage]W</b>.<span>"
/obj/machinery/power/emitter/proc/can_be_rotated(mob/user,rotation_type)
if (anchored)
to_chat(user, span_warning("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_VERBOSEJMP(T)]")
log_game("Emitter deleted at [AREACOORD(T)]")
investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SINGULO)
investigate_log("<font color='red'>deleted</font> at [AREACOORD(T)]", INVESTIGATE_SUPERMATTER) // yogs - so supermatter investigate is useful
QDEL_NULL(sparks)
return ..()
/obj/machinery/power/emitter/update_icon_state()
. = ..()
if(active && powernet)
icon_state = avail(active_power_usage) ? icon_state_on : icon_state_underpowered
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/interact(mob/user)
add_fingerprint(user)
if(state == EMITTER_WELDED)
if(!powernet && active_power_usage)
to_chat(user, span_warning("\The [src] isn't connected to a wire!"))
return TRUE
if(!locked && allow_switch_interact)
if(active == TRUE)
active = FALSE
to_chat(user, span_notice("You turn off [src]."))
else
active = TRUE
to_chat(user, span_notice("You turn on [src]."))
shot_number = 0
fire_delay = maximum_reload_time
message_admins("Emitter turned [active ? "ON" : "OFF"] by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
log_game("Emitter turned [active ? "ON" : "OFF"] by [key_name(user)] in [AREACOORD(src)]")
investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SINGULO)
investigate_log("turned [active ? "<font color='green'>ON</font>" : "<font color='red'>OFF</font>"] by [key_name(user)] at [AREACOORD(src)]", INVESTIGATE_SUPERMATTER) // yogs - so supermatter investigate is useful
update_appearance(UPDATE_ICON)
else
to_chat(user, span_warning("The controls are locked!"))
else
to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!"))
return TRUE
/obj/machinery/power/emitter/attack_animal(mob/living/simple_animal/M)
if(ismegafauna(M) && anchored)
state = EMITTER_UNWRENCHED
anchored = FALSE
M.visible_message(span_warning("[M] rips [src] free from its moorings!"))
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/power/emitter/process(delta_time)
if(stat & (BROKEN))
return
if(state != EMITTER_WELDED || (!powernet && active_power_usage))
active = FALSE
update_appearance(UPDATE_ICON)
return
if(active == TRUE)
if(!active_power_usage || surplus() >= active_power_usage)
add_load(active_power_usage)
if(!powered)
powered = TRUE
update_appearance(UPDATE_ICON)
investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
investigate_log("regained power and turned <font color='green'>ON</font> at [AREACOORD(src)]", INVESTIGATE_SUPERMATTER) // yogs - so supermatter investigate is useful
else
if(powered)
powered = FALSE
update_appearance(UPDATE_ICON)
investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SINGULO)
investigate_log("lost power and turned <font color='red'>OFF</font> at [AREACOORD(src)]", INVESTIGATE_SUPERMATTER) // yogs - so supermatter investigate is useful
log_game("Emitter lost power in [AREACOORD(src)]")
return
if(charge <= 80)
charge += 2.5 * delta_time
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 != EMITTER_WELDED)
return FALSE
if(surplus() >= active_power_usage)
add_load(active_power_usage)
fire_beam()
/obj/machinery/power/emitter/proc/fire_beam(mob/user)
var/obj/item/K = new projectile_type(get_turf(src))
/// If it isn't a projectile, throw it
if(!istype(K, /obj/projectile))
if(istype(K, /obj/item/grenade))
var/obj/item/grenade/I = K
I.preprime()
K.throw_at(get_edge_target_turf(src, dir), throwing_range, throwing_speed)
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
return K
var/obj/projectile/P = K
playsound(get_turf(src), projectile_sound, 50, TRUE)
if(prob(35))
sparks.start()
P.firer = user ? user : src
P.fired_from = 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
shot_number++
if(shot_number < shots_before_reload)
fire_delay = delay_between_shots
else
fire_delay = rand(minimum_reload_time,maximum_reload_time)
shot_number = 0
return P
/obj/machinery/power/emitter/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, span_warning("Turn \the [src] off first!"))
return FAILED_UNFASTEN
else if(state == EMITTER_WELDED)
if(!silent)
to_chat(user, span_warning("[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 = EMITTER_WRENCHED
else
state = EMITTER_UNWRENCHED
/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(EMITTER_UNWRENCHED)
to_chat(user, span_warning("The [src.name] needs to be wrenched to the floor!"))
if(EMITTER_WRENCHED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("[user.name] starts to weld the [name] to the floor.", \
span_notice("You start to weld \the [src] to the floor..."), \
span_italics("You hear welding."))
if(I.use_tool(src, user, 20, volume=50) && state == EMITTER_WRENCHED)
state = EMITTER_WELDED
to_chat(user, span_notice("You weld \the [src] to the floor."))
connect_to_network()
if(EMITTER_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.", \
span_notice("You start to cut \the [src] free from the floor..."), \
span_italics("You hear welding."))
if(I.use_tool(src, user, 20, volume=50) && state == EMITTER_WELDED)
state = EMITTER_WRENCHED
to_chat(user, span_notice("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)
if(panel_open && gun)
return remove_gun(user)
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/power/emitter/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
default_deconstruction_screwdriver(user, "[initial(icon_state)]_open", initial(icon_state), I)
return TRUE
/obj/machinery/power/emitter/attackby(obj/item/I, mob/user, params)
if(I.GetID())
togglelock(user)
return
else if(is_wire_tool(I) && panel_open)
wires.interact(user)
return
else if(panel_open && !gun && istype(I,/obj/item/gun/energy))
if(integrate(I,user))
return
return ..()
/obj/machinery/power/emitter/proc/togglelock(mob/user)
if(!user.canUseTopic(src, !issilicon(user)))
return
if(obj_flags & EMAGGED)
to_chat(user, span_warning("The lock seems to be broken!"))
return
if(allowed(user))
if(active)
locked = !locked
to_chat(user, span_notice("You [src.locked ? "lock" : "unlock"] the controls."))
else
to_chat(user, span_warning("The controls can only be locked when \the [src] is online!"))
else
to_chat(user, span_danger("Access denied."))
return
/obj/machinery/power/emitter/proc/integrate(obj/item/gun/energy/E,mob/user)
if(obj_flags & EMAGGED)
to_chat(user, span_warning("The power limiter seems to be broken!"))
return FALSE
if(istype(E, /obj/item/gun/energy))
if(!user.transferItemToLoc(E, src))
return
gun = E
gun_properties = gun.get_turret_properties()
set_projectile()
return TRUE
/obj/machinery/power/emitter/proc/remove_gun(mob/user)
if(!gun)
return
user.put_in_hands(gun)
gun = null
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
gun_properties = list()
set_projectile()
return TRUE
/obj/machinery/power/emitter/proc/set_projectile()
if(LAZYLEN(gun_properties))
if(mode || !gun_properties["lethal_projectile"])
projectile_type = gun_properties["stun_projectile"]
projectile_sound = gun_properties["stun_projectile_sound"]
else
projectile_type = gun_properties["lethal_projectile"]
projectile_sound = gun_properties["lethal_projectile_sound"]
return
projectile_type = initial(projectile_type)
projectile_sound = initial(projectile_sound)
/obj/machinery/power/emitter/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
locked = FALSE
obj_flags |= EMAGGED
sparks.start()
if(user)
user.visible_message("[src] starts to spark and hum as its power exceeds the recommended limit.", span_notice("You short out the lock and disable the power limiters."))
if(gun)
to_chat(user, span_warning("[src] ejects [gun] as you disable the power limiter."))
remove_gun(user)
active_power_usage *= 5
projectile_type = /obj/projectile/beam/emitter/pulse
projectile_sound = 'sound/weapons/pulse.ogg'
return TRUE
/obj/machinery/power/emitter/prototype
name = "Prototype Emitter"
icon = 'icons/obj/turrets.dmi'
icon_state = "protoemitter"
icon_state_on = "protoemitter_+a"
icon_state_underpowered = "protoemitter_+u"
can_buckle = TRUE
buckle_lying = FALSE
var/view_range = 4.5
var/datum/action/innate/protoemitter/firing/auto
/obj/machinery/power/emitter/particle
name = "particle emitter"
desc = "A machine that generates nuclear particles, often used in particle colliders for physics research. Requires a tank with tritium in it to run instead of electricity."
icon_state = "sci-emitter"
icon_state_on = "sci-emitter_+a"
icon_state_underpowered = "sci-emitter_+u"
projectile_type = /obj/projectile/energy/nuclear_particle
idle_power_usage = 0 // powered by tritium gas (and scientists don't have insulated gloves for wiring things)
active_power_usage = 0
var/obj/item/tank/tank
var/fuel_consumption = FUSION_TRITIUM_MOLES_USED
/obj/machinery/power/emitter/particle/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank))
if(!user.transferItemToLoc(I, src))
return ..()
tank = I
return
return ..()
/obj/machinery/power/emitter/particle/crowbar_act(mob/living/user, obj/item/I)
if(panel_open && tank)
user.put_in_hands(tank)
tank = null
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
return TRUE
return ..()
/obj/machinery/power/emitter/particle/fire_beam(mob/user)
if(!tank || !tank.air_contents)
return
var/datum/gas_mixture/fuel = tank.air_contents
if(fuel.get_moles(GAS_TRITIUM) < fuel_consumption)
return
fuel.adjust_moles(GAS_TRITIUM, -fuel_consumption)
fuel.adjust_moles(GAS_H2, fuel_consumption)
if(obj_flags & EMAGGED) // radioactive if emagged
radiation_pulse(get_turf(src), fuel_consumption * FIRE_HYDROGEN_ENERGY_RELEASED / TRITIUM_BURN_RADIOACTIVITY_FACTOR)
return ..()
/obj/machinery/power/emitter/particle/RefreshParts()
fuel_consumption = initial(fuel_consumption)
for(var/obj/item/stock_parts/manipulator/M in component_parts)
fuel_consumption -= (M.rating - 1) / 3 // use about 1/6 less tritium for each upgrade tier above t1, up to 1/2
idle_power_usage = 0
active_power_usage = 0
if(obj_flags & EMAGGED)
fuel_consumption *= 2
/obj/machinery/power/emitter/particle/emag_act(mob/user)
if(..()) // stronger particles
projectile_type = /obj/projectile/energy/nuclear_particle/strong
/obj/machinery/power/emitter/particle/update_icon_state()
. = ..()
if(active)
icon_state = (tank?.air_contents?.get_moles(GAS_TRITIUM) >= fuel_consumption) ? icon_state_on : icon_state_underpowered
else
icon_state = initial(icon_state)
/obj/machinery/power/emitter/particle/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += "<br>Tritium consumption at <b>[fuel_consumption]W</b>.<span>"
//BUCKLE HOOKS
/obj/machinery/power/emitter/prototype/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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.view_size.resetToDefault()
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, TRUE)
M.pixel_y = 14
layer = 4.1
if(M.client)
M.client.view_size.setTo(view_range)
if(!auto)
auto = new()
auto.Grant(M, src)
/datum/action/innate/protoemitter
check_flags = AB_CHECK_HANDS_BLOCKED | AB_CHECK_IMMOBILE | 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, TRUE)
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)
build_all_button_icons()
return
else
playsound(PE,'sound/mecha/mechmove01.ogg', 50, TRUE)
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)
build_all_button_icons()
/obj/item/turret_control
name = "turret controls"
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
item_flags = ABSTRACT | NOBLUDGEON
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/delay = 0
/obj/item/turret_control/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/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(src,'sound/machines/buzz-sigh.ogg', 50, TRUE)
#undef EMITTER_UNWRENCHED
#undef EMITTER_WRENCHED
#undef EMITTER_WELDED