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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
440 lines
14 KiB
Plaintext
440 lines
14 KiB
Plaintext
//RAPID TILING DEVICE
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/// time taken to create tile
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#define CONSTRUCTION_TIME(cost)((cost * 0.15) SECONDS)
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/// time taken to destroy a tile
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#define DECONSTRUCTION_TIME(cost)((cost * 0.25) SECONDS)
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/**
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* An tool used to create, destroy, and copy & clear decals of floor tiles
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* Great for janitor but can be made only in engineering
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* Supports silo link upgrade and refill with glass, plasteel & iron
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*/
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/obj/item/construction/rtd
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name = "rapid-tiling-device (RTD)"
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desc = "Used for fast placement & destruction of floor tiles."
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icon = 'icons/obj/tools.dmi'
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icon_state = "rtd"
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worn_icon_state = "RCD"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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custom_premium_price = PAYCHECK_COMMAND * 3
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max_matter = 350
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slot_flags = ITEM_SLOT_BELT
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item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
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has_ammobar = TRUE
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banned_upgrades = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
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drop_sound = 'sound/items/handling/tools/rcd_drop.ogg'
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pickup_sound = 'sound/items/handling/tools/rcd_pickup.ogg'
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sound_vary = TRUE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 15, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 1.25)
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/// main category for tile design
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var/root_category = "Conventional"
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/// sub category for tile design
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var/design_category = "Standard"
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/// design selected by player
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var/datum/tile_info/selected_design
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/// direction currently selected
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var/selected_direction = SOUTH
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/// overlays on a tile
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var/list/design_overlays = list()
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var/ranged = TRUE
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/// stores the name, type, icon & cost for each tile type
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/datum/tile_info
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/// name of this tile design for ui
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var/name
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/// path to create this tile type
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var/obj/item/stack/tile/tile_type
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/// path for the turf
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var/turf/open/floor/turf_type
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/// icon file used by the turf
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var/icon_file
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/// icon_state for this tile to display for ui
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var/icon_state
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/// rcd units to consume for this tile creation
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var/cost
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///directions this tile can be placed on the turf
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var/list/tile_directions_text
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var/list/tile_directions_numbers
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/// CSS selector for the icon in TGUI
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var/icon_css_class
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/// decompress a single tile design list element from GLOB.floor_designs into its individual variables
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/datum/tile_info/New(list/design)
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name = design["name"]
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tile_type = design["type"]
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turf_type = initial(tile_type.turf_type)
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icon_file = initial(turf_type.icon)
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icon_state = initial(turf_type.icon_state)
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icon_css_class = sanitize_css_class_name("[icon_file]-[icon_state]")
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var/obj/item/stack/tile/tile_obj = new tile_type // lists stored on types compile to be inside New()
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tile_directions_text = assoc_to_keys(tile_obj.tile_rotate_dirs)
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tile_directions_numbers = tile_obj.tile_rotate_dirs_number
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qdel(tile_obj)
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cost = design["tile_cost"]
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/// fill all information to be sent to the UI
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/datum/tile_info/proc/fill_ui_data(list/data, selected_direction)
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data["selected_recipe"] = name
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data["selected_icon"] = icon_css_class
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if(!tile_directions_text)
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data["selected_direction"] = null
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return
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data["tile_dirs"] = tile_directions_text
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data["selected_direction"] = dir2text(selected_direction)
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///convinience proc to quickly convert the tile design into an physical tile to lay on the plating
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/datum/tile_info/proc/new_tile(loc, selected_direction)
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var/obj/item/stack/tile/final_tile = new tile_type(loc, 1)
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final_tile.turf_dir = selected_direction
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return final_tile
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/**
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* Stores the decal & overlays on the floor to preserve texture of the design
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* in short it's just an wrapper for mutable appearance where we retrieve the nessassary information
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* to recreate an mutable appearance
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*/
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/datum/overlay_info
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/// icon var of the mutable appearance
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var/icon/icon
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/// icon_state var of the mutable appearance
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var/icon_state
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/// direction var of the mutable appearance
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var/direction
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/// alpha var of the mutable appearance
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var/alpha
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/// color var of the mutable appearance
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var/color
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//decompressing nessasary information required to re-create an mutable appearance
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/datum/overlay_info/New(mutable_appearance/appearance)
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icon = appearance.icon
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icon_state = appearance.icon_state
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alpha = appearance.alpha
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direction = appearance.dir
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color = appearance.color
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/// re create the appearance
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/datum/overlay_info/proc/add_decal(turf/the_turf)
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the_turf.AddElement(/datum/element/decal, icon, icon_state, direction, null, null, alpha, color, null, FALSE, null)
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/obj/item/construction/rtd/Initialize(mapload)
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. = ..()
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var/list/design = GLOB.floor_designs[root_category][design_category][1]
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if(!design["datum"])
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populate_rtd_datums()
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selected_design = design["datum"]
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/obj/item/construction/rtd/Destroy()
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selected_design = null
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QDEL_LIST(design_overlays)
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return ..()
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/obj/item/construction/rtd/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "RapidTilingDevice", name)
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ui.open()
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/obj/item/construction/rtd/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet_batched/rtd),
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)
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/obj/item/construction/rtd/attack_self(mob/user)
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. = ..()
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ui_interact(user)
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/obj/item/construction/rtd/ui_static_data(mob/user)
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var/list/data = ..()
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data["root_categories"] = list()
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for(var/category in GLOB.floor_designs)
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data["root_categories"] += category
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data["selected_root"] = root_category
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data["categories"] = list()
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for(var/sub_category in GLOB.floor_designs[root_category])
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var/list/target_category = GLOB.floor_designs[root_category][sub_category]
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var/list/designs = list() //initialize all designs under this category
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for(var/list/design as anything in target_category)
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var/datum/tile_info/tile_design = design["datum"]
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if(!istype(tile_design))
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populate_rtd_datums()
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tile_design = design["datum"]
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designs += list(list("name" = tile_design.name, "icon" = tile_design.icon_css_class))
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data["categories"] += list(list("category_name" = sub_category, "recipes" = designs))
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return data
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/obj/item/construction/rtd/ui_data(mob/user)
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var/list/data = ..()
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data["selected_category"] = design_category
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selected_design.fill_ui_data(data, selected_direction)
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return data
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/obj/item/construction/rtd/handle_ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
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playsound(src, SFX_TOOL_SWITCH, 20, TRUE)
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var/floor_designs = GLOB.floor_designs
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switch(action)
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if("root_category")
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var/new_root = params["root_category"]
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if(floor_designs[new_root] != null) //is a valid category
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root_category = new_root
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update_static_data_for_all_viewers()
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if("set_dir")
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var/direction = text2dir(params["dir"])
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if(!direction)
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return FALSE
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selected_direction = direction
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if("recipe")
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var/list/main_root = floor_designs[root_category]
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if(main_root == null)
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return FALSE
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var/list/sub_category = main_root[params["category_name"]]
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if(sub_category == null)
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return FALSE
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var/list/target_design = sub_category[text2num(params["id"])]
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if(target_design == null)
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return FALSE
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QDEL_LIST(design_overlays)
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design_category = params["category_name"]
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if(!target_design["datum"])
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populate_rtd_datums()
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selected_design = target_design["datum"]
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selected_direction = SOUTH
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blueprint_changed = TRUE
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return TRUE
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/obj/item/construction/rtd/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!ranged || !range_check(interacting_with, user))
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return NONE
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return try_tiling(interacting_with, user)
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/obj/item/construction/rtd/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return .
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return try_tiling(interacting_with, user)
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/**
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* put plating on the turf
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* Arguments
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*
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* * turf/open/floor/floor - the turf we are trying to put plating on
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* * mob/living/user - the mob trying to do the plating
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*/
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/obj/item/construction/rtd/proc/try_tiling(atom/interacting_with, mob/living/user)
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PRIVATE_PROC(TRUE)
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if(HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
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return NONE
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var/turf/open/floor/floor = interacting_with
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if(!istype(floor))
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return NONE
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var/floor_designs = GLOB.floor_designs
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if(!istype(floor, /turf/open/floor/plating)) //we infer what floor type it is if its not the usual plating
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if(ranged)
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user.Beam(floor, icon_state = "light_beam", time = 5)
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for(var/main_root in floor_designs)
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for(var/sub_category in floor_designs[main_root])
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for(var/list/design_info in floor_designs[main_root][sub_category])
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var/obj/item/stack/tile/tile_type = design_info["type"]
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if(initial(tile_type.turf_type) != floor.type)
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continue
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//infer available overlays on the floor to recreate them to the best extent
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QDEL_LIST(design_overlays)
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var/floor_overlays = floor.managed_overlays
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if(isnull(floor_overlays))
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floor_overlays = list()
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else if(!islist(floor_overlays))
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floor_overlays = list(floor.managed_overlays)
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for(var/mutable_appearance/appearance as anything in floor_overlays)
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design_overlays += new /datum/overlay_info(appearance)
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//store all information about this tile
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root_category = main_root
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design_category = sub_category
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selected_design = design_info["datum"]
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selected_direction = floor.dir
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balloon_alert(user, "tile changed to [selected_design.name]")
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return ITEM_INTERACT_SUCCESS
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//can't infer floor type!
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balloon_alert(user, "design not supported!")
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return ITEM_INTERACT_BLOCKING
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//resource sanity check before & after delay along with special effects
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if(!useResource(selected_design.cost, user, TRUE))
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return ITEM_INTERACT_BLOCKING
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var/delay = CONSTRUCTION_TIME(selected_design.cost)
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var/obj/effect/constructing_effect/rcd_effect = new(floor, delay, RCD_TURF)
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var/beam
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if(ranged)
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beam = user.Beam(floor, icon_state = "light_beam", time = delay)
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playsound(loc, 'sound/effects/light_flicker.ogg', 50, FALSE)
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else
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playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
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if(!build_delay(user, delay, target = floor))
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qdel(beam)
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qdel(rcd_effect)
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return ITEM_INTERACT_BLOCKING
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if(!useResource(selected_design.cost, user, TRUE))
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qdel(rcd_effect)
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return ITEM_INTERACT_BLOCKING
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//do the tilling
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//step 1 create tile
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var/obj/item/stack/tile/final_tile = selected_design.new_tile(user.drop_location(), selected_direction)
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if(QDELETED(final_tile)) //if you were standing on a stack of tiles this newly spawned tile could get merged with it cause its spawned on your location
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qdel(rcd_effect)
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balloon_alert(user, "tile got merged with the stack beneath you!")
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return ITEM_INTERACT_BLOCKING
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//step 2 lay tile
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var/turf/open/new_turf = final_tile.place_tile(floor, user)
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if(new_turf) //apply infered overlays
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for(var/datum/overlay_info/info in design_overlays)
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info.add_decal(new_turf)
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rcd_effect.end_animation()
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useResource(selected_design.cost, user)
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return ITEM_INTERACT_SUCCESS
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/obj/item/construction/rtd/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!ranged || !range_check(interacting_with, user))
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return NONE
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return interact_with_atom_secondary(interacting_with, user, modifiers)
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/obj/item/construction/rtd/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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var/turf/open/floor/floor = interacting_with
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if(!istype(floor))
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return NONE
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if(istype(floor, /turf/open/floor/plating)) //cant deconstruct normal plating thats the RCD's job
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balloon_alert(user, "nothing to deconstruct!")
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return ITEM_INTERACT_BLOCKING
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var/floor_designs = GLOB.floor_designs
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//we only deconstruct floors which are supported by the RTD
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var/cost = 0
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for(var/main_root in floor_designs)
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if(cost)
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break
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for(var/sub_category in floor_designs[main_root])
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if(cost)
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break
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for(var/list/design_info in floor_designs[main_root][sub_category])
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var/obj/item/stack/tile/tile_type = design_info["type"]
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if(initial(tile_type.turf_type) == floor.type)
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cost = design_info["tile_cost"]
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break
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if(!cost)
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balloon_alert(user, "can't deconstruct this type!")
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return ITEM_INTERACT_BLOCKING
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//resource sanity check before & after delay along with beam effects
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if(!useResource(cost * 0.7, user, TRUE)) //no ballon alert for checkResource as it already spans an alert to chat
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return ITEM_INTERACT_BLOCKING
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var/delay = DECONSTRUCTION_TIME(cost)
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var/obj/effect/constructing_effect/rcd_effect = new(floor, delay, RCD_DECONSTRUCT)
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var/beam
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if(ranged)
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beam = user.Beam(floor, icon_state = "light_beam", time = delay)
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playsound(loc, 'sound/effects/light_flicker.ogg', 50, FALSE)
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else
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playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
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if(!do_after(user, delay, target = floor))
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qdel(beam)
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qdel(rcd_effect)
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return ITEM_INTERACT_BLOCKING
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if(!useResource(cost * 0.7, user, TRUE))
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qdel(rcd_effect)
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return ITEM_INTERACT_BLOCKING
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//begin deconstruction
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//find & collect all decals
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var/list/all_decals = list()
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for(var/obj/effect/decal in floor.contents)
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all_decals += decal
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//delete all decals
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for(var/obj/effect/decal in all_decals)
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floor.contents -= decal
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qdel(decal)
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if(floor.baseturf_at_depth(1) == /turf/baseturf_bottom) //for turfs whose base is open space we put regular plating in its place else everyone dies
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floor.ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
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else //for every other turf we scrape away exposing base turf underneath
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floor.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
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rcd_effect.end_animation()
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useResource(cost * 0.7, user)
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return ITEM_INTERACT_SUCCESS
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///Converting tile cost into joules
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#define RTD_BORG_ENERGY_FACTOR (0.03 * STANDARD_CELL_CHARGE)
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/obj/item/construction/rtd/borg
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ranged = FALSE
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///Cannot deconstruct floors
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/obj/item/construction/rtd/borg/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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return NONE
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/obj/item/construction/rtd/borg/get_matter(mob/user)
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if(!iscyborg(user))
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return 0
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var/mob/living/silicon/robot/borgy = user
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if(!borgy.cell)
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return 0
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max_matter = borgy.cell.maxcharge
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return borgy.cell.charge
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/obj/item/construction/rtd/borg/useResource(amount, mob/user, dry_run)
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var/mob/living/silicon/robot/borgy = user
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if(!iscyborg(borgy))
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return FALSE
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if(!borgy.cell)
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balloon_alert(user, "no cell found!")
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return FALSE
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if(borgy.cell.charge < (amount * RTD_BORG_ENERGY_FACTOR))
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balloon_alert(user, "insufficient charge!")
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return FALSE
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|
if(!dry_run)
|
|
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
return borgy.cell.use(amount * RTD_BORG_ENERGY_FACTOR)
|
|
return TRUE
|
|
|
|
#undef RTD_BORG_ENERGY_FACTOR
|
|
|
|
/obj/item/construction/rtd/loaded
|
|
matter = 350
|
|
|
|
/obj/item/construction/rtd/admin
|
|
name = "admin RTD"
|
|
max_matter = INFINITY
|
|
matter = INFINITY
|
|
|
|
#undef CONSTRUCTION_TIME
|
|
#undef DECONSTRUCTION_TIME
|