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Bleeding-Edge
code/modules/assembly/holder.dm
314 строк
9 KB
Inorien
add guards (#38708)
18 дек 2025, 05:31
Не верифицирован
18 дек 2025, 05:31
7678211
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/obj/item/device/assembly_holder name = "Assembly" icon = 'icons/obj/assemblies/new_assemblies.dmi' icon_state = "holder" item_state = "assembly" flags = FPRINT | PROXMOVE siemens_coefficient = 1 throwforce = 5 w_class = W_CLASS_SMALL throw_speed = 3 throw_range = 10 var/secured = 0 var/obj/item/device/assembly/a_left = null var/obj/item/device/assembly/a_right = null var/obj/special_assembly = null toolsounds = list('sound/items/Screwdriver.ogg') /obj/item/device/assembly_holder/proc/attach(var/obj/item/device/D, var/obj/item/device/D2, var/mob/user) return /obj/item/device/assembly_holder/proc/attach_special(var/obj/O, var/mob/user) return /obj/item/device/assembly_holder/proc/process_activation(var/obj/item/device/D) return /obj/item/device/assembly_holder/proc/detached() return /obj/item/device/assembly_holder/IsAssemblyHolder() return 1 /obj/item/device/assembly_holder/Destroy() if(a_left) a_left.holder = null a_left.disconnected(a_right) if(a_right) a_right.holder = null a_right.disconnected(a_left) ..() /obj/item/device/assembly_holder/attach(var/obj/item/device/assembly/D, var/obj/item/device/assembly/D2, var/mob/user) if((!D)||(!D2)) return 0 if((!isassembly(D))||(!isassembly(D2))) return 0 if((D.secured)||(D2.secured)) return 0 if(user) user.remove_from_mob(D) user.remove_from_mob(D2) D.holder = src D2.holder = src D.forceMove(src) D2.forceMove(src) D.connected(D2) D2.connected(D) a_left = D a_right = D2 name = "[D.name]-[D2.name] assembly" update_icon() usr.put_in_hands(src) return 1 /obj/item/device/assembly_holder/attach_special(var/obj/O, var/mob/user) if(!O) return if(!O.IsSpecialAssembly()) return 0 /* if(O:Attach_Holder()) special_assembly = O update_icon() src.name = "[a_left.name] [a_right.name] [special_assembly.name] assembly" */ return /obj/item/device/assembly_holder/update_icon() overlays.len = 0 if(a_left) overlays += image(icon = icon, icon_state = "[a_left.icon_state]_left") for(var/O in a_left.attached_overlays) var/image/I = a_left.attached_overlays[O] var/image/J = image(icon = I.icon, icon_state = "[I.icon_state]_r", dir = I.dir) J.layer = I.layer J.plane = I.plane overlays += J if(a_right) src.overlays += image(icon = icon, icon_state = "[a_right.icon_state]_right") for(var/O in a_right.attached_overlays) var/image/I = a_right.attached_overlays[O] var/image/J = image(icon = I.icon, icon_state = "[I.icon_state]_r", dir = I.dir) J.layer = I.layer J.plane = I.plane overlays += J if(master) master.update_icon() /* if(special_assembly) special_assembly.update_icon() if(special_assembly:small_icon_state) src.overlays += special_assembly:small_icon_state for(var/O in special_assembly:small_icon_state_overlays) src.overlays += O */ /obj/item/device/assembly_holder/examine(mob/user) ..() if (secured) to_chat(user, "<span class='info'>\The [src] is ready!</span>") else to_chat(user, "<span class='info'>\The [src] can be attached!</span>") /obj/item/device/assembly_holder/HasProximity(atom/movable/AM as mob|obj) if(a_left) a_left.HasProximity(AM) if(a_right) a_right.HasProximity(AM) if(special_assembly) special_assembly.HasProximity(AM) /obj/item/device/assembly_holder/Crossed(atom/movable/AM as mob|obj) if(a_left) a_left.Crossed(AM) if(a_right) a_right.Crossed(AM) if(special_assembly) special_assembly.Crossed(AM) /obj/item/device/assembly_holder/on_found(mob/wearer, mob/finder as mob) if(a_left) a_left.on_found(wearer, finder) if(a_right) a_right.on_found(wearer, finder) if(special_assembly) if(istype(special_assembly, /obj/item)) var/obj/item/S = special_assembly S.on_found(wearer, finder) /obj/item/device/assembly_holder/Move(NewLoc, Dir = 0, step_x = 0, step_y = 0, glide_size_override = 0) ..() if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() // if(special_assembly) // special_assembly:holder_movement() return /obj/item/device/assembly_holder/attack_hand()//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess if(a_left && a_right) a_left.holder_movement() a_right.holder_movement() // if(special_assembly) // special_assembly:Holder_Movement() ..() return /obj/item/device/assembly_holder/attackby(obj/item/weapon/W as obj, mob/user as mob) if(W.is_screwdriver(user)) if(!a_left || !a_right) to_chat(user, "<span class='warning'>BUG:Assembly part missing, please report this!</span>") return a_left.toggle_secure() a_right.toggle_secure() secured = !secured if(secured) to_chat(user, "<span class='notice'>\The [src] is ready!</span>") else to_chat(user, "<span class='notice'>\The [src] can now be taken apart!</span>") update_icon() return else if(W.IsSpecialAssembly()) attach_special(W, user) else if(iswelder(W)) if(!a_left || !a_right) to_chat(user, "<span class='warning'>BUG:Assembly part missing, please report this!</span>") return if(!isigniter(a_left) && !isigniter(a_right)) to_chat(user, "<span class='warning'>You can't make an igniter without an igniting component!</span>") return var/obj/item/tool/weldingtool/WT = W to_chat(user, "<span class='notice'>You begin to weld \the [src] to the floor...</span>") if (WT.do_weld(user, src, 40, 0)) var/obj/machinery/igniter/igniter=new(src.loc) igniter.assembly=src src.forceMove(igniter) to_chat(user, "<span class='notice'>You attach the assembly to the floor with a few spot welds.</span>") return ..() /obj/item/device/assembly_holder/attack_self(mob/user as mob) src.add_fingerprint(user) if(src.secured) if(!a_left || !a_right) to_chat(user, "<span class='warning'>Assembly part missing!</span>") return if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code switch(alert("Which side would you like to use?",,"Left","Right")) if("Left") a_left.attack_self(user) if("Right") a_right.attack_self(user) return else if(!istype(a_left,/obj/item/device/assembly/igniter)) a_left.attack_self(user) if(!istype(a_right,/obj/item/device/assembly/igniter)) a_right.attack_self(user) else var/turf/T = get_turf(src) if(!T) return 0 if(a_left) a_left:holder = null a_left.forceMove(T) a_left.disconnected(a_right) if(a_right) a_right:holder = null a_right.forceMove(T) a_right.disconnected(a_left) spawn(0) qdel(src) return /obj/item/device/assembly_holder/process_activation(var/obj/D, var/normal = 1, var/special = 1) if (QDELETED(src)) // if this assembly was in a grenade that exploded and was thus qdel'd by the time we get here return if(!D) return 0 if(!secured) visible_message("[bicon(src)] *beep* *beep*", "*beep* *beep*") if((normal) && (a_right) && (a_left)) if(istype(src.loc, /obj/machinery/igniter)) src.loc:toggle_state() else if(a_right != D) a_right.pulsed(0) if(a_left != D) a_left.pulsed(0) if(master) master.receive_signal() // if(special && special_assembly) // if(!special_assembly == D) // special_assembly.dothings() return 1 /obj/item/device/assembly_holder/timer_igniter name = "timer-igniter assembly" /obj/item/device/assembly_holder/timer_igniter/New() ..() var/obj/item/device/assembly/igniter/ign = new(src) ign.secured = 1 ign.holder = src var/obj/item/device/assembly/timer/tmr = new(src) tmr.time=10 tmr.secured = 1 tmr.holder = src a_left = tmr a_right = ign secured = 1 update_icon() name = initial(name) loc.verbs += /obj/item/device/assembly_holder/timer_igniter/verb/configure /obj/item/device/assembly_holder/timer_igniter/detached() loc.verbs -= /obj/item/device/assembly_holder/timer_igniter/verb/configure ..() /obj/item/device/assembly_holder/timer_igniter/verb/configure() set name = "Set Timer" set category = "Object" if ( !(usr.isUnconscious() || usr.restrained()) ) var/obj/item/device/assembly_holder/holder if(istype(src,/obj/item/weapon/grenade/chem_grenade)) var/obj/item/weapon/grenade/chem_grenade/gren = src holder=gren.detonator var/obj/item/device/assembly/timer/tmr = holder.a_left if(!istype(tmr,/obj/item/device/assembly/timer)) tmr = holder.a_right if(!istype(tmr,/obj/item/device/assembly/timer)) to_chat(usr, "<span class='notice'>This detonator has no timer.</span>") return if(tmr.timing) to_chat(usr, "<span class='notice'>Clock is ticking already.</span>") else var/ntime = input("Enter desired time in seconds", "Time", "5") as num if (ntime>0 && ntime<1000) tmr.time = ntime name = initial(name) + "([tmr.time] secs)" to_chat(usr, "<span class='notice'>Timer set to [tmr.time] seconds.</span>") else to_chat(usr, "<span class='notice'>Timer can't be [ntime<=0?"negative":"more than 1000 seconds"].</span>") else to_chat(usr, "<span class='notice'>You cannot do this while [usr.stat?"unconscious/dead":"restrained"].</span>")