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Aurora.3/code/game/machinery/constructable_frame.dm
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00

265 lines
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#define BLUEPRINT_STATE 1
#define WIRING_STATE 2
#define CIRCUITBOARD_STATE 3
#define COMPONENT_STATE 4
//Circuit boards are in /code/game/objects/items/weapons/circuitboards/machinery
/obj/machinery/constructable_frame //Made into a seperate type to make future revisions easier.
name = "machine blueprint"
desc = "A holo-blueprint for a machine."
desc_info = "A blueprint that allows the user to rotate the direction the final result will be built in. Putting better components in now, will cause the machine made to have better components and functionality."
var/machine_description
var/components_description
icon = 'icons/obj/stock_parts.dmi'
icon_state = "blueprint_0"
density = FALSE
anchored = FALSE
use_power = POWER_USE_OFF
obj_flags = OBJ_FLAG_ROTATABLE
var/obj/item/circuitboard/circuit
var/list/components = list()
var/list/req_components = list()
var/list/req_component_names = list()
var/state = 1
var/pitch_toggle = 1
/obj/machinery/constructable_frame/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
. = ..()
switch(state)
if(BLUEPRINT_STATE)
. += FONT_SMALL(SPAN_NOTICE("<i>Click on \the [src] to finalize its direction.</i>"))
. += FONT_SMALL(SPAN_WARNING("Use a wirecutter or a plasma cutter to disassemble \the [src]."))
if(WIRING_STATE)
. += FONT_SMALL(SPAN_NOTICE("<i>Add cable coil to wire \the [src].</i>"))
. += FONT_SMALL(SPAN_WARNING("Use a wrench or a plasma cutter to disassemble \the [src]."))
if(CIRCUITBOARD_STATE)
. += FONT_SMALL(SPAN_NOTICE("<i>Add the desired circuitboard.</i>"))
. += FONT_SMALL(SPAN_WARNING("Use a wirecutter to remove the cables."))
if(COMPONENT_STATE)
. += FONT_SMALL(SPAN_NOTICE("<i>Add the required components. Use the screwdriver to complete the machine.</i>"))
. += FONT_SMALL(SPAN_WARNING("Use a crowbar to pry out the circuitboard and the components out."))
if(machine_description)
. += FONT_SMALL(SPAN_NOTICE(machine_description))
if(components_description)
. += FONT_SMALL(SPAN_NOTICE(components_description))
/obj/machinery/constructable_frame/proc/update_component_desc()
var/D
if(length(req_components))
var/list/component_list = list()
for(var/I in req_components)
if(req_components[I] > 0)
component_list += "<b>[num2text(req_components[I])] [req_component_names[I]]\s</b>"
D = "Requires [english_list(component_list)]."
components_description = D
/obj/machinery/constructable_frame/machine_frame/attack_hand(mob/user)
if(state == BLUEPRINT_STATE)
to_chat(user, SPAN_NOTICE("You begin to finalize the blueprint..."))
if(do_after(user, 2 SECONDS, src, do_flags = DO_REPAIR_CONSTRUCT))
if(state != BLUEPRINT_STATE)
return
to_chat(user, SPAN_NOTICE("You finalize the blueprint."))
playsound(get_turf(src), 'sound/items/poster_being_created.ogg', 75, TRUE)
state = WIRING_STATE
else
..()
/obj/machinery/constructable_frame/machine_frame/attackby(obj/item/attacking_item, mob/user)
switch(state)
if(BLUEPRINT_STATE)
if(attacking_item.iswirecutter() || istype(attacking_item, /obj/item/gun/energy/plasmacutter))
playsound(get_turf(src), 'sound/items/poster_ripped.ogg', 75, TRUE)
to_chat(user, SPAN_NOTICE("You decide to scrap the blueprint."))
new /obj/item/stack/material/steel(get_turf(src), 2)
qdel(src)
return TRUE
if(WIRING_STATE)
if(attacking_item.iscoil())
var/obj/item/stack/cable_coil/C = attacking_item
if(C.get_amount() < 5)
to_chat(user, SPAN_WARNING("You need five lengths of cable to add them to the blueprint."))
return TRUE
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, TRUE)
to_chat(user, SPAN_NOTICE("You start wiring up the blueprint..."))
if(do_after(user, 2 SECONDS, src, do_flags = DO_REPAIR_CONSTRUCT))
if(state == WIRING_STATE && C.use(5))
to_chat(user, SPAN_NOTICE("You wire up the blueprint."))
state = CIRCUITBOARD_STATE
icon_state = "blueprint_1"
return TRUE
else
if(attacking_item.iswrench())
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, SPAN_NOTICE("You dismantle the blueprint."))
new /obj/item/stack/material/steel(get_turf(src), 2)
qdel(src)
return TRUE
else if(istype(attacking_item, /obj/item/gun/energy/plasmacutter))
var/obj/item/gun/energy/plasmacutter/PC = attacking_item
if(PC.check_power_and_message(user))
return TRUE
PC.use_resource(1)
playsound(get_turf(src), PC.fire_sound, 75, TRUE)
to_chat(user, SPAN_NOTICE("You dismantle the blueprint."))
new /obj/item/stack/material/steel(get_turf(src), 2)
qdel(src)
return TRUE
if(CIRCUITBOARD_STATE)
if(istype(attacking_item, /obj/item/circuitboard))
var/obj/item/circuitboard/B = attacking_item
if(B.board_type == BOARD_MACHINE)
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, TRUE)
to_chat(user, SPAN_NOTICE("You add the circuit board to the blueprint."))
circuit = attacking_item
user.drop_from_inventory(attacking_item, src)
var/obj/machine = new circuit.build_path
name = "[machine.name] blueprint"
desc = "A holo-blueprint for a [machine.name]."
machine_description = "This blueprint will become a <b>[capitalize_first_letters(machine.name)]</b>: [machine.desc]"
qdel(machine)
icon_state = "blueprint_2"
state = COMPONENT_STATE
components = list()
req_components = circuit.req_components.Copy()
for(var/A in circuit.req_components)
req_components[A] = circuit.req_components[A]
req_component_names = circuit.req_components.Copy()
for(var/A in req_components)
var/cp = text2path(A)
var/obj/ct = new cp() // have to quickly instantiate it get name
req_component_names[A] = ct.name
update_component_desc()
to_chat(user, SPAN_NOTICE("[components_description]"))
else
to_chat(user, SPAN_WARNING("This blueprint does not accept circuit boards of this type!"))
return TRUE
else
if(attacking_item.iswirecutter())
playsound(get_turf(src), attacking_item.usesound, 50, TRUE, pitch_toggle)
to_chat(user, SPAN_NOTICE("You remove the cables."))
state = WIRING_STATE
icon_state = "blueprint_0"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil(get_turf(src))
A.amount = 5
A.update_icon()
return TRUE
if(COMPONENT_STATE)
if(attacking_item.iscrowbar())
attacking_item.play_tool_sound(get_turf(src), 50)
state = CIRCUITBOARD_STATE
circuit.forceMove(get_turf(src))
circuit = null
if(components.len == 0)
to_chat(user, SPAN_NOTICE("You remove the circuit board."))
else
to_chat(user, SPAN_NOTICE("You remove the circuit board and other components."))
for(var/obj/item/W in components)
W.forceMove(get_turf(src))
desc = initial(desc)
machine_description = null
components_description = null
req_components = list()
components = list()
icon_state = "blueprint_2"
return TRUE
else
if(attacking_item.isscrewdriver())
var/component_check = TRUE
for(var/R in req_components)
if(req_components[R] > 0)
component_check = FALSE
break
if(component_check)
attacking_item.play_tool_sound(get_turf(src), 50)
var/obj/machinery/new_machine = new circuit.build_path(loc, dir, FALSE)
if(istype(circuit, /obj/item/circuitboard/unary_atmos))
var/obj/item/circuitboard/unary_atmos/U = circuit
U.init_dirs = dir
U.machine_dir = U
if(istype(new_machine))
if(new_machine.component_parts)
new_machine.component_parts.Cut()
else
new_machine.component_parts = list()
circuit.construct(new_machine)
for(var/obj/O in src)
if(circuit.contain_parts) // things like disposal don't want their parts in them
O.forceMove(new_machine)
else
O.forceMove(null)
new_machine.component_parts += O
if(circuit.contain_parts)
circuit.forceMove(new_machine)
else
circuit.forceMove(null)
new_machine.RefreshParts()
new_machine.anchored = TRUE
qdel(src)
return TRUE
else
if(istype(attacking_item, /obj/item))
for(var/I in req_components)
if(istype(attacking_item, text2path(I)) && (req_components[I] > 0))
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, TRUE)
if(istype(attacking_item, /obj/item/stack))
var/obj/item/stack/CP = attacking_item
if(CP.get_amount() > 1)
var/camt = min(CP.amount, req_components[I]) // amount of cable to take, idealy amount required, but limited by amount provided
var/obj/item/stack/CC = new CP.type(src)
CC.amount = camt
CC.update_icon()
CP.use(camt)
components += CC
req_components[I] -= camt
update_component_desc()
break
user.drop_from_inventory(attacking_item,src)
components += attacking_item
req_components[I]--
update_component_desc()
break
to_chat(user, SPAN_NOTICE("[components_description]"))
if(attacking_item?.loc != src && !istype(attacking_item, /obj/item/stack))
to_chat(user, SPAN_WARNING("You cannot add that component to the machine!."))
return TRUE
/obj/machinery/constructable_frame/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!mover)
return TRUE
if(mover.movement_type & PHASING)
return TRUE
if(istype(mover,/obj/projectile) && density)
if(prob(50))
return TRUE
else
return FALSE
else if(mover.pass_flags & PASSTABLE) // Animals can run under them, lots of empty space
return TRUE
return ..()
/obj/machinery/constructable_frame/temp_deco
name = "machine frame"
desc = "An old and dusty machine frame that once housed a machine of some kind."
icon_state = "box_0"
anchored = TRUE
density = TRUE
/obj/machinery/constructable_frame/temp_deco/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.iswrench())
attacking_item.play_tool_sound(get_turf(src), 75)
to_chat(user, SPAN_NOTICE("You dismantle \the [src]."))
new /obj/item/stack/material/steel(get_turf(src), 5)
qdel(src)
return TRUE
#undef BLUEPRINT_STATE
#undef WIRING_STATE
#undef CIRCUITBOARD_STATE
#undef COMPONENT_STATE