/* CONTAINS: RSF */ ///Extracts the related object from an associated list of objects and values, or lists and objects. #define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input) /obj/item/rsf name = "\improper Rapid-Service-Fabricator" desc = "A device used to rapidly deploy service items." icon = 'icons/obj/tools.dmi' icon_state = "rsf" inhand_icon_state = "rsf" base_icon_state = "rsf" ///The icon state to revert to when the tool is empty var/spent_icon_state = "rsf_empty" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' opacity = FALSE density = FALSE anchored = FALSE item_flags = NOBLUDGEON armor_type = /datum/armor/none ///The current matter count var/matter = 0 ///The max amount of matter in the device var/max_matter = 30 ///The type of the object we are going to dispense var/to_dispense ///The cost of the object we are going to dispense var/dispense_cost = 0 w_class = WEIGHT_CLASS_NORMAL ///An associated list of atoms and charge costs. This can contain a separate list, as long as its associated item is an object ///The RSF item list below shows in the player facing ui in this order, this is why it isn't in alphabetical order, but instead sorted by category var/list/cost_by_item = list( /obj/item/reagent_containers/cup/glass/drinkingglass = 20, /obj/item/reagent_containers/cup/glass/sillycup = 10, /obj/item/plate = 70, /obj/item/reagent_containers/cup/bowl = 70, /obj/item/kitchen/fork/plastic = 30, /obj/item/knife/plastic = 30, /obj/item/kitchen/spoon/plastic = 30, /obj/item/food/seaweedsheet = 30, /obj/item/storage/dice = 200, /obj/item/toy/cards/deck = 200, /obj/item/paper = 10, /obj/item/pen = 50, /obj/item/cigarette = 10, ) ///An associated list of fuel and its value var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,) ///A list of surfaces that we are allowed to place things on. var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table) ///The unit of mesure of the matter, for use in text var/discriptor = "fabrication-units" ///The verb that describes what we're doing, for use in text var/action_type = "Dispensing" ///Holds a copy of world.time from the last time the synth was used. var/cooldown = 0 ///How long should the minimum period between this RSF's item dispensings be? var/cooldowndelay = 0 SECONDS /obj/item/rsf/Initialize(mapload) . = ..() to_dispense = cost_by_item[1] dispense_cost = cost_by_item[to_dispense] /obj/item/rsf/examine(mob/user) . = ..() . += span_notice("It currently holds [matter]/[max_matter] [discriptor].") /obj/item/rsf/cyborg matter = 30 /obj/item/rsf/attackby(obj/item/W, mob/user, params) if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list var/tempMatter = matter_by_item[W.type] + matter if(tempMatter > max_matter) to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!")) return if(isstack(W)) var/obj/item/stack/stack = W stack.use(1) else qdel(W) matter = tempMatter //We add its value playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE) to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor].")) icon_state = base_icon_state//and set the icon state to the base state else return ..() /obj/item/rsf/attack_self(mob/user) playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE) var/target = cost_by_item var/cost = 0 //Warning, prepare for bodgecode while(islist(target))//While target is a list we continue the loop var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE) if(!check_menu(user) || picked == null) return for(var/emem in target)//Back through target agian var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem) if(picked == initial(test.name))//We try and find the entry that matches the radial selection cost = target[emem]//We cash the cost target = emem break //If we found a list we start it all again, this time looking through its contents. //This allows for sublists to_dispense = target dispense_cost = cost // Change mode ///Forms a radial menu based off an object in a list, or a list's associated object /obj/item/rsf/proc/formRadial(from) var/list/radial_list = list() for(var/meme in from)//We iterate through all of targets entrys var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme) //We then add their data into the radial menu radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state)) return radial_list /obj/item/rsf/proc/check_menu(mob/user) if(user.incapacitated || !user.Adjacent(src)) return FALSE return TRUE /obj/item/rsf/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) if(cooldown > world.time) return NONE if (!is_allowed(interacting_with)) return NONE if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true playsound(loc, 'sound/machines/click.ogg', 10, TRUE) var/atom/meme = new to_dispense(get_turf(interacting_with)) to_chat(user, span_notice("[action_type] [meme.name]...")) cooldown = world.time + cooldowndelay return ITEM_INTERACT_SUCCESS return ITEM_INTERACT_BLOCKING ///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE /obj/item/rsf/proc/use_matter(charge, mob/user) if(iscyborg(user)) var/mob/living/silicon/robot/R = user var/end_charge = R.cell.charge - charge if(end_charge < 0) to_chat(user, span_warning("You do not have enough power to use [src].")) icon_state = spent_icon_state return FALSE R.cell.charge = end_charge return TRUE else if(matter - 1 < 0) to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left.")) icon_state = spent_icon_state return FALSE matter-- to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor].")) return TRUE ///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them /obj/item/rsf/proc/is_allowed(atom/to_check) return is_type_in_list(to_check, allowed_surfaces) /obj/item/rsf/cookiesynth name = "Cookie Synthesizer" desc = "A self-recharging device used to rapidly deploy cookies." icon_state = "rcd" base_icon_state = "rcd" spent_icon_state = "rcd" max_matter = 10 cost_by_item = list(/obj/item/food/cookie = 100) dispense_cost = 100 discriptor = "cookie-units" action_type = "Fabricates" cooldowndelay = 10 SECONDS ///Tracks whether or not the cookiesynth is about to print a poisoned cookie var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite /obj/item/rsf/cookiesynth/emag_act(mob/user, obj/item/card/emag/emag_card) obj_flags ^= EMAGGED if(obj_flags & EMAGGED) balloon_alert(user, "reagent safety checker shorted out") else balloon_alert(user, "reagent safety checker reset") return TRUE /obj/item/rsf/cookiesynth/attack_self(mob/user) var/mob/living/silicon/robot/P = null if(iscyborg(user)) P = user if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin) toxin = TRUE to_dispense = /obj/item/food/cookie/sleepy to_chat(user, span_alert("Cookie Synthesizer hacked.")) else toxin = FALSE to_dispense = /obj/item/food/cookie to_chat(user, span_notice("Cookie Synthesizer reset.")) #undef OBJECT_OR_LIST_ELEMENT