mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-28 11:02:08 +00:00
made circuits to construct RUST computers researchable, made circuits to construct wall mounted RUST machinery researchable, made other RUST machinery orderable via QM
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
56
code/WorkInProgress/Cael_Aislinn/Rust/circuits_and_design.dm
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56
code/WorkInProgress/Cael_Aislinn/Rust/circuits_and_design.dm
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@@ -0,0 +1,56 @@
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/obj/item/weapon/circuitboard/rust_core_control
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name = "Circuit board (RUST core controller)"
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build_path = "/obj/machinery/computer/rust_core_control"
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origin_tech = "programming=4;engineering=5;power=6"
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/obj/item/weapon/circuitboard/rust_fuel_control
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name = "Circuit board (RUST fuel controller)"
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build_path = "/obj/machinery/computer/rust_fuel_control"
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origin_tech = "programming=4;engineering=5;power=6"
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/obj/item/weapon/circuitboard/rust_fuel_port
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name = "Circuit board (RUST fuel port)"
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build_path = "/obj/machinery/computer/rust_fuel_control"
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origin_tech = "programming=4;engineering=5;power=6"
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/obj/item/weapon/circuitboard/rust_fuel_compressor
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name = "Circuit board (RUST fuel compressor)"
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build_path = "/obj/machinery/computer/rust_fuel_control"
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origin_tech = "programming=4;engineering=5;power=6"
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datum/design/rust_core_control
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name = "Circuit Design (RUST core controller)"
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desc = "Allows for the construction of circuit boards used to build a core control console for the RUST fusion engine."
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id = "rust_core_control"
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req_tech = list("programming" = 4, "engineering" = 5, "power" = 6)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$gold" = 2000)
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build_path = "/obj/item/weapon/circuitboard/rust_core_control"
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datum/design/rust_fuel_control
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name = "Circuit Design (RUST fuel controller)"
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desc = "Allows for the construction of circuit boards used to build a fuel injector control console for the RUST fusion engine."
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id = "rust_fuel_control"
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req_tech = list("programming" = 4, "engineering" = 5, "power" = 6)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$silver" = 2000)
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build_path = "/obj/item/weapon/circuitboard/rust_fuel_control"
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datum/design/rust_fuel_port
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name = "Circuit Design (RUST fuel port)"
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desc = "Allows for the construction of circuit boards used to build a fuel injection port for the RUST fusion engine."
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id = "rust_fuel_port"
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req_tech = list("programming" = 4, "engineering" = 5, "magnets" = 6)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$uranium" = 3000)
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build_path = "/obj/item/weapon/circuitboard/rust_fuel_port"
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datum/design/rust_fuel_compressor
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name = "Circuit Design (RUST fuel compressor)"
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desc = "Allows for the construction of circuit boards used to build a fuel compressor of the RUST fusion engine."
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id = "rust_fuel_compressor"
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req_tech = list("programming" = 4, "engineering" = 5 "magnets" = 6)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 3000)
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build_path = "/obj/item/weapon/circuitboard/rust_fuel_compressor"
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@@ -0,0 +1,163 @@
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//frame assembly
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/obj/item/rust_fuel_assembly_port_frame
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name = "Fuel Assembly Port frame"
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icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
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icon_state = "port2"
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w_class = 4
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/rust_fuel_assembly_port_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
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del(src)
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return
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..()
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/obj/item/rust_fuel_assembly_port_frame/proc/try_build(turf/on_wall)
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if (get_dist(on_wall,usr)>1)
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return
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var/ndir = get_dir(usr,on_wall)
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if (!(ndir in cardinal))
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return
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var/turf/loc = get_turf(usr)
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var/area/A = loc.loc
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if (!istype(loc, /turf/simulated/floor))
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usr << "\red Port cannot be placed on this spot."
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return
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if (A.requires_power == 0 || A.name == "Space")
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usr << "\red Port cannot be placed in this area."
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return
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new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
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del(src)
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//construction steps
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/obj/machinery/rust_fuel_assembly_port/New(turf/loc, var/ndir, var/building=0)
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..()
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// offset 24 pixels in direction of dir
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// this allows the APC to be embedded in a wall, yet still inside an area
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if (building)
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dir = ndir
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else
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has_electronics = 3
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opened = 1
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coverlocked = 1
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locked = 0
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icon_state = "port0"
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//20% easier to read than apc code
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pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
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pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
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/obj/machinery/rust_fuel_assembly_port/attackby(obj/item/W, mob/user)
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if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
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return src.attack_hand(user)
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if (istype(W, /obj/item/weapon/crowbar))
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if(opened)
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if(has_electronics & 1)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
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if(do_after(user, 50))
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user.visible_message(\
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"\red [user.name] has removed the circuitboard from [src.name]!",\
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"\blue You remove the circuitboard.")
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has_electronics = 0
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new /obj/item/weapon/circuitboard/rust_fuel_port(loc)
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has_electronics &= ~1
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else
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opened = 0
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icon_state = "port0"
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user << "\blue You close the maintenance cover."
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else if(!coverlocked)
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if(cur_assembly)
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user << "\red You cannot open the cover while there is a fuel assembly inside."
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else
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opened = 1
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user << "\blue You open the maintenance cover."
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icon_state = "port2"
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else
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user << "\red The cover is locked and cannot be opened."
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return
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
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if(opened)
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user << "You must close the cover to swipe an ID card."
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else
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if(src.allowed(usr))
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locked = !locked
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user << "You [ locked ? "lock" : "unlock"] the port interface."
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update_icon()
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else
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user << "\red Access denied."
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return
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else if (istype(W, /obj/item/weapon/card/emag) && !emagged) // trying to unlock with an emag card
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if(opened)
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user << "You must close the cover to swipe an ID card."
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else
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flick("apc-spark", src)
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if (do_after(user,6))
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if(prob(50))
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emagged = 1
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locked = 0
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user << "You emag the port interface."
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else
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user << "You fail to [ locked ? "unlock" : "lock"] the port interface."
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return
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else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount < 10)
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user << "\red You need more wires."
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return
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user << "You start adding cables to the frame..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 20) && C.amount >= 10)
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C.use(10)
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user.visible_message(\
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"\red [user.name] has added cables to the port frame!",\
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"You add cables to the port frame.")
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has_electronics &= 2
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return
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else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
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user << "You begin to cut the cables..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 50))
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new /obj/item/weapon/cable_coil(loc,10)
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user.visible_message(\
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"\red [user.name] cut the cabling inside the port.",\
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"You cut the cabling inside the port.")
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has_electronics &= ~2
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return
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else if (istype(W, /obj/item/weapon/circuitboard/rust_fuel_port) && opened && !(has_electronics & 1))
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user << "You trying to insert the port control board into the frame..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 10))
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has_electronics &= 1
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user << "You place the port control board inside the frame."
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del(W)
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return
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else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.get_fuel() < 3)
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user << "\blue You need more welding fuel to complete this task."
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return
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user << "You start welding the port frame..."
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if(do_after(user, 50))
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if(!src || !WT.remove_fuel(3, user)) return
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new /obj/item/rust_fuel_assembly_port_frame(loc)
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user.visible_message(\
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"\red [src] has been cut away from the wall by [user.name].",\
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"You detached the port frame.",\
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"\red You hear welding.")
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del(src)
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return
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..()
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@@ -0,0 +1,163 @@
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//frame assembly
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/obj/item/rust_fuel_compressor_frame
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name = "Fuel Compressor frame"
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icon = 'code/WorkInProgress/Cael_Aislinn/Rust/rust.dmi'
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icon_state = "fuel_compressor0"
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w_class = 4
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flags = FPRINT | TABLEPASS| CONDUCT
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/obj/item/rust_fuel_compressor_frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 )
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del(src)
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return
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..()
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/obj/item/rust_fuel_compressor_frame/proc/try_build(turf/on_wall)
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if (get_dist(on_wall,usr)>1)
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return
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var/ndir = get_dir(usr,on_wall)
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if (!(ndir in cardinal))
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return
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var/turf/loc = get_turf(usr)
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var/area/A = loc.loc
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if (!istype(loc, /turf/simulated/floor))
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usr << "\red Compressor cannot be placed on this spot."
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return
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if (A.requires_power == 0 || A.name == "Space")
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usr << "\red Compressor cannot be placed in this area."
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return
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new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1)
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del(src)
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//construction steps
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/obj/machinery/rust_fuel_compressor/New(turf/loc, var/ndir, var/building=0)
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..()
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// offset 24 pixels in direction of dir
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// this allows the APC to be embedded in a wall, yet still inside an area
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if (building)
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dir = ndir
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else
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has_electronics = 3
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opened = 1
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coverlocked = 1
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locked = 0
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icon_state = "port0"
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//20% easier to read than apc code
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pixel_x = (dir & 3)? 0 : (dir == 4 ? 32 : -32)
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pixel_y = (dir & 3)? (dir ==1 ? 32 : -32) : 0
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/obj/machinery/rust_fuel_compressor/attackby(obj/item/W, mob/user)
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if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
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return src.attack_hand(user)
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if (istype(W, /obj/item/weapon/crowbar))
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if(opened)
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if(has_electronics & 1)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "You begin removing the circuitboard" //lpeters - fixed grammar issues
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if(do_after(user, 50))
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user.visible_message(\
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"\red [user.name] has removed the circuitboard from [src.name]!",\
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"\blue You remove the circuitboard board.")
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has_electronics = 0
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new /obj/item/weapon/circuitboard/rust_fuel_compressor(loc)
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has_electronics &= ~1
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else
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opened = 0
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icon_state = "fuel_compressor0"
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user << "\blue You close the maintenance cover."
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else if(!coverlocked)
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if(compressed_matter > 0)
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user << "\red You cannot open the cover while there is compressed matter inside."
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else
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opened = 1
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user << "\blue You open the maintenance cover."
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icon_state = "fuel_compressor1"
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else
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user << "\red The cover is locked and cannot be opened."
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return
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else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
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if(opened)
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user << "You must close the cover to swipe an ID card."
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else
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if(src.allowed(usr))
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locked = !locked
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user << "You [ locked ? "lock" : "unlock"] the compressor interface."
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update_icon()
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else
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user << "\red Access denied."
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return
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else if (istype(W, /obj/item/weapon/card/emag) && !emagged) // trying to unlock with an emag card
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if(opened)
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user << "You must close the cover to swipe an ID card."
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else
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flick("apc-spark", src)
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if (do_after(user,6))
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if(prob(50))
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emagged = 1
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locked = 0
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user << "You emag the port interface."
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else
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user << "You fail to [ locked ? "unlock" : "lock"] the compressor interface."
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return
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else if (istype(W, /obj/item/weapon/cable_coil) && opened && !(has_electronics & 2))
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount < 10)
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user << "\red You need more wires."
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return
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user << "You start adding cables to the compressor frame..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 20) && C.amount >= 10)
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C.use(10)
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user.visible_message(\
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"\red [user.name] has added cables to the compressor frame!",\
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"You add cables to the port frame.")
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has_electronics &= 2
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return
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else if (istype(W, /obj/item/weapon/wirecutters) && opened && (has_electronics & 2))
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user << "You begin to cut the cables..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 50))
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new /obj/item/weapon/cable_coil(loc,10)
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user.visible_message(\
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"\red [user.name] cut the cabling inside the compressor.",\
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"You cut the cabling inside the port.")
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has_electronics &= ~2
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return
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else if (istype(W, /obj/item/weapon/circuitboard/rust_fuel_compressor) && opened && !(has_electronics & 1))
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user << "You trying to insert the circuitboard into the frame..."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 10))
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has_electronics &= 1
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user << "You place the circuitboard inside the frame."
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del(W)
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return
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else if (istype(W, /obj/item/weapon/weldingtool) && opened && !has_electronics)
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.get_fuel() < 3)
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user << "\blue You need more welding fuel to complete this task."
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return
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user << "You start welding the compressor frame..."
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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if(do_after(user, 50))
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if(!src || !WT.remove_fuel(3, user)) return
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new /obj/item/rust_fuel_assembly_port_frame(loc)
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user.visible_message(\
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"\red [src] has been cut away from the wall by [user.name].",\
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"You detached the compressor frame.",\
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"\red You hear welding.")
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del(src)
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return
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..()
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