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## About The Pull Request Mech RCD has a unique quality of being usable at range, but does not check for LoS which allows you to instantly bore holes in multilayered walls with no warning. R-walls won't save you either, since they can be deconstructed by it just fine. Now, mech RCDs need LoS on turfs you click and deconstructs r-walls twice as slowly (the same time it'd take a normal RCD to deconstruct a normal wall). ## Why It's Good For The Game  Screen from a recent round - this can be done in 6 seconds, as with correct mech positioning that's as long as you need to deconstruct all the walls and doors. This is incredibly oppressive and I won't be surprised if this started getting abused like hell. This should prevent further issues while still keeping it a good (but not absurdly overpowered) option for when you need to breach into somewhere, since its still quicker (and safer) than thermite. ## Changelog 🆑 balance: Mech-mounted RCD no longer has wallhacks balance: Reinforced walls now take double the time to get deconstructed when using an RCD /🆑 Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
57 lines
2.4 KiB
Plaintext
57 lines
2.4 KiB
Plaintext
//rcd constants for the design list
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/// The mode of operation to design an specific type of rcd design
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#define RCD_DESIGN_MODE "rcd_design_mode"
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/// For changing turfs
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#define RCD_TURF (1 << 0)
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/// Full tile windows
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#define RCD_WINDOWGRILLE (1 << 1)
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/// Windoors & Airlocks
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#define RCD_AIRLOCK (1 << 2)
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/// Literally anything that is spawned on top of a turf such as tables, machines etc
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#define RCD_STRUCTURE (1 << 3)
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/// For wallmounts like air alarms, fire alarms & apc
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#define RCD_WALLFRAME (1 << 4)
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/// For deconstructing an structure
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#define RCD_DECONSTRUCT (1 << 5)
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/// The typepath of the structure the rcd is trying to build
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#define RCD_DESIGN_PATH "rcd_design_path"
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/// Time taken for an rcd hologram to disappear
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#define RCD_HOLOGRAM_FADE_TIME (15 SECONDS)
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/// Delay before another rcd scan can be performed in the UI
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#define RCD_DESTRUCTIVE_SCAN_COOLDOWN (RCD_HOLOGRAM_FADE_TIME + 1 SECONDS)
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//All available upgrades
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/// Upgrade for building machines
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#define RCD_UPGRADE_FRAMES (1 << 0)
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/// Upgrade for installing circuitboards in air alarms, fire alarms, apc & cells in them
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#define RCD_UPGRADE_SIMPLE_CIRCUITS (1 << 1)
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/// Upgrade for drawing iron from ore silo
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#define RCD_UPGRADE_SILO_LINK (1 << 2)
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/// Upgrade for building furnishing items
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#define RCD_UPGRADE_FURNISHING (1 << 3)
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/// Upgrade to stop construction effect from getting attacked
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#define RCD_UPGRADE_ANTI_INTERRUPT (1 << 4)
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/// Upgrade to disable delay multiplier when building multiple structures
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#define RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN (1 << 5)
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/// All upgrades packed in 1 flag
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#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)
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/// Upgrades for the Rapid Pipe Dispenser to unwrench pipes
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#define RPD_UPGRADE_UNWRENCH (1 << 0)
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//Memory constants for faster construction speeds
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/// The memory constant for a wall
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#define RCD_MEMORY_WALL 1
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/// The memory constant for full tile windows
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#define RCD_MEMORY_WINDOWGRILLE 2
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// How much faster to use the RCD when on a tile with memory
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#define RCD_MEMORY_SPEED_BUFF 5
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/// How much less resources the RCD uses when reconstructing
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#define RCD_MEMORY_COST_BUFF 8
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/// If set to TRUE in rcd_vals, will bypass the cooldown on slowing down frequent use
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#define RCD_RESULT_BYPASS_FREQUENT_USE_COOLDOWN "bypass_frequent_use_cooldown"
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/// How much longer does it take to deconstruct rwalls?
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#define RCD_RWALL_DELAY_MULT 2
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