RCD QoL buffs; windows and girders (#20903)

* RCDs have a Toggle Window Type verb

You can now toggle the type of glass built in the Grilles and Windows
mode, between normal and reinforced glass. Reinfored glass costs more.

Also, removed a random line implying RCDs were banned on shuttles,
except it didn't actually work or do anything.

* Girders can be deconned and finished with an RCD

* Moves low ammo message
This commit is contained in:
coiax
2016-10-13 22:17:07 +01:00
committed by oranges
parent 40a33d5661
commit 451c59db5e
+69 -12
View File
@@ -30,6 +30,8 @@ RCD
var/mode = 1
var/canRturf = 0
var/airlock_type = /obj/machinery/door/airlock
var/window_type = /obj/structure/window/fulltile
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
var/sheetmultiplier = 4 //Controls the amount of matter added for each glass/metal sheet, triple for plasteel
var/plasteelmultiplier = 3 //Plasteel is worth 3 times more than glass or metal
@@ -42,8 +44,11 @@ RCD
var/wallcost = 16
var/floorcost = 2
var/grillecost = 4
var/girderupgradecost = 8
var/windowcost = 8
var/reinforcedwindowcost = 12
var/airlockcost = 16
var/decongirdercost = 13
var/deconwallcost = 26
var/deconfloorcost = 33
var/decongrillecost = 4
@@ -57,22 +62,37 @@ RCD
var/grilledelay = 40
var/windowdelay = 40
var/airlockdelay = 50
var/decongirderdelay = 20
var/deconwalldelay = 40
var/deconfloordelay = 50
var/decongrilledelay = null //as rapid as wirecutters
var/deconwindowdelay = 50
var/deconairlockdelay = 50
var/no_ammo_message = ""
/obj/item/weapon/rcd/New()
..()
no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on \the [src] blinks yellow.</span>"
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on \
the RCD blinks yellow.</span>"
/obj/item/weapon/rcd/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] sets the RCD to 'Wall' and points it down \his throat! It looks like \he's trying to commit suicide..</span>")
return (BRUTELOSS)
/obj/item/weapon/rcd/verb/toggle_window_type()
set name = "Toggle Window Type"
set category = "Object"
set src in usr // What does this do?
var window_type_name
if (window_type == /obj/structure/window/fulltile)
window_type = /obj/structure/window/reinforced/fulltile
window_type_name = "reinforced glass"
else
window_type = /obj/structure/window/fulltile
window_type_name = "glass"
usr << "<span class='notice'>You change \the [src]'s window mode \
to [window_type_name].</span>"
/obj/item/weapon/rcd/verb/change_airlock_access()
set name = "Change Airlock Access"
set category = "Object"
@@ -218,6 +238,7 @@ RCD
/obj/item/weapon/rcd/New()
..()
desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
src.spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
@@ -229,7 +250,7 @@ RCD
qdel(spark_system)
spark_system = null
rcd_list -= src
return ..()
. = ..()
/obj/item/weapon/rcd/attackby(obj/item/weapon/W, mob/user, params)
if(iscyborg(user)) //Make sure cyborgs can't load their RCDs
@@ -302,9 +323,9 @@ RCD
/obj/item/weapon/rcd/afterattack(atom/A, mob/user, proximity)
if(!proximity) return 0
if(istype(A,/area/shuttle)||istype(A,/turf/open/space/transit))
if(istype(A,/turf/open/space/transit))
return 0
if(!(isturf(A) || istype(A, /obj/machinery/door/airlock) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/window)))
if(!(isturf(A) || istype(A, /obj/machinery/door/airlock) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/window) || istype(A, /obj/structure/girder)))
return 0
switch(mode)
@@ -331,6 +352,21 @@ RCD
return 1
return 0
if(istype(A, /obj/structure/girder))
var/turf/open/floor/F = get_turf(A)
if(checkResource(girderupgradecost, user))
user << "<span class='notice'>You start finishing the \
wall...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, walldelay, target = A))
if(!istype(A)) return 0
if(!useResource(girderupgradecost, user)) return 0
activate()
qdel(A)
F.ChangeTurf(/turf/closed/wall)
return 1
return 0
if(2)
if(isfloorturf(A))
if(checkResource(airlockcost, user))
@@ -436,6 +472,17 @@ RCD
return 1
return 0
if(istype(A, /obj/structure/girder))
if(useResource(decongirdercost, user))
user << "<span class='notice'>You start deconstructing \
[A]...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, decongirderdelay, target = A))
if(!useResource(decongirdercost, user)) return 0
activate()
qdel(A)
return 1
if (4)
if(isfloorturf(A))
if(checkResource(grillecost, user))
@@ -455,14 +502,24 @@ RCD
return 0
return 0
if(istype(A, /obj/structure/grille))
if(checkResource(windowcost, user))
user << "<span class='notice'>You start building a window...</span>"
var wname = "window?"
var cost = 0
if (window_type == /obj/structure/window/fulltile)
cost = windowcost
wname = "window"
else if (window_type == /obj/structure/window/reinforced/fulltile)
cost = reinforcedwindowcost
wname = "reinforced window"
if(checkResource(cost, user))
user << "<span class='notice'>You start building a \
[wname]...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, windowdelay, target = A))
if(locate(/obj/structure/window) in A.loc) return 0
if(!useResource(windowcost, user)) return 0
if(!useResource(cost, user)) return 0
activate()
var/obj/structure/window/WD = new/obj/structure/window/fulltile(A.loc)
var /obj/structure/window/WD = new window_type(A.loc)
WD.anchored = 1
return 1
return 0