//rcd constants for the design list /// The mode of operation to design an specific type of rcd design #define RCD_DESIGN_MODE "rcd_design_mode" /// For changing turfs #define RCD_TURF (1 << 0) /// Full tile windows #define RCD_WINDOWGRILLE (1 << 1) /// Windoors & Airlocks #define RCD_AIRLOCK (1 << 2) /// Literally anything that is spawned on top of a turf such as tables, machines etc #define RCD_STRUCTURE (1 << 3) /// For wallmounts like air alarms, fire alarms & apc #define RCD_WALLFRAME (1 << 4) /// For deconstructing an structure #define RCD_DECONSTRUCT (1 << 5) /// The typepath of the structure the rcd is trying to build #define RCD_DESIGN_PATH "rcd_design_path" /// Time taken for an rcd hologram to disappear #define RCD_HOLOGRAM_FADE_TIME (15 SECONDS) /// Delay before another rcd scan can be performed in the UI #define RCD_DESTRUCTIVE_SCAN_COOLDOWN (RCD_HOLOGRAM_FADE_TIME + 1 SECONDS) //All available upgrades /// Upgrade for building machines #define RCD_UPGRADE_FRAMES (1 << 0) /// Upgrade for installing circuitboards in air alarms, fire alarms, apc & cells in them #define RCD_UPGRADE_SIMPLE_CIRCUITS (1 << 1) /// Upgrade for drawing iron from ore silo #define RCD_UPGRADE_SILO_LINK (1 << 2) /// Upgrade for building furnishing items #define RCD_UPGRADE_FURNISHING (1 << 3) /// Upgrade to stop construction effect from getting attacked #define RCD_UPGRADE_ANTI_INTERRUPT (1 << 4) /// Upgrade to disable delay multiplier when building multiple structures #define RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN (1 << 5) /// All upgrades packed in 1 flag #define RCD_ALL_UPGRADES (RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_SILO_LINK | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN) /// Upgrades for the Rapid Pipe Dispenser to unwrench pipes #define RPD_UPGRADE_UNWRENCH (1 << 0) //Memory constants for faster construction speeds /// The memory constant for a wall #define RCD_MEMORY_WALL 1 /// The memory constant for full tile windows #define RCD_MEMORY_WINDOWGRILLE 2 // How much faster to use the RCD when on a tile with memory #define RCD_MEMORY_SPEED_BUFF 5 /// How much less resources the RCD uses when reconstructing #define RCD_MEMORY_COST_BUFF 8 /// If set to TRUE in rcd_vals, will bypass the cooldown on slowing down frequent use #define RCD_RESULT_BYPASS_FREQUENT_USE_COOLDOWN "bypass_frequent_use_cooldown" /// How much longer does it take to deconstruct rwalls? #define RCD_RWALL_DELAY_MULT 2