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## About The Pull Request Thirty files changed, one's not really changed, one's actually just a copy of a change from a different pr, because for the sake of pipe cleaners I decided to change the base turf. Probably wasn't a good idea. This one contains the full set of `/turf/` `attackby()`s(besides those meant for attacks), converted all at once because the tree of turf subtypes looks a lot more like a spire than a bush. Changes beyond conversion: I added messaging for when you're crowbarring transit tube pods out of the tubes because I genuinely wasted half an hour trying to figure out what I'd done wrong in conversion because they don't look any different so I thought it wasn't working. If you're reinforcing plating and the plating is reinforced mid-reinforcement you will no longer waste your plasteel reinforcing the reinforced plating. ## Why It's Good For The Game what are we at, ~120? I was expecting this to be a lot more drawn out, but most of them are really small. I'm gonna have to do a final pass of calls to `attackby()` once the dust settles, but the end of non-attack `attackby()`s is just a week away.
132 lines
5.8 KiB
Plaintext
132 lines
5.8 KiB
Plaintext
/**
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* Camera console used to control a base building drone
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*
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* Using this console will put the user in control of a [base building drone][/mob/eye/camera/remote/base_construction].
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* The drone will appear somewhere within the allowed_area var, or if no area is specified, at the location of the console.area
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* Upon interacting, the user will be granted a set of base building actions that will generally be carried out at the drone's location.
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* To create a new base builder system, this class should be the only thing that needs to be subtyped.
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*
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*/
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/obj/machinery/computer/camera_advanced/base_construction
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name = "generic base construction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list(CAMERANET_NETWORK_SS13)
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circuit = /obj/item/circuitboard/computer/base_construction
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off_action = /datum/action/innate/camera_off/base_construction
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jump_action = null
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icon_state = MAP_SWITCH("computer", "/obj/machinery/computer/camera_advanced/base_construction")
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icon_screen = "mining"
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icon_keyboard = "rd_key"
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light_color = LIGHT_COLOR_PINK
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add_usb_port = FALSE
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///Area that the eyeobj will be constrained to. If null, eyeobj will be able to build and move anywhere.
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var/area/allowed_area
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///Assoc. list ("structure_name" : count) that keeps track of the number of special structures that can't be built with an RCD, for example, tiny fans or turrets.
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var/list/structures = list()
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///Internal RCD. Some construction actions rely on having this.
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var/obj/item/construction/rcd/internal/internal_rcd
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/obj/machinery/computer/camera_advanced/base_construction/Initialize(mapload)
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. = ..()
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//Populate the actions list with the different action objects that will be granted to console users
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populate_actions_list()
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//Map spawned consoles will automatically restock their materials
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if(mapload)
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restock_materials()
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/**
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* Fill the construction_actios list with actions
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*
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* Instantiate each action object that we'll be giving to users of
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* this console, and put it in the actions list
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/populate_actions_list()
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return
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/**
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* Reload materials used by the console
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*
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* Restocks any materials used by the base construction console.
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* This might mean refilling the internal RCD (should it be initialized), or
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* giving the structures list default values.
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/restock_materials()
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return
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///Find a spawn location for the eyeobj. If no allowed_area is defined, spawn ontop of the console.
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/obj/machinery/computer/camera_advanced/base_construction/proc/find_spawn_spot()
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if (allowed_area)
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return pick(get_area_turfs(allowed_area))
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return get_turf(src)
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/obj/machinery/computer/camera_advanced/base_construction/CreateEye()
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var/turf/spawn_spot = find_spawn_spot()
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if (!spawn_spot)
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return FALSE
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eyeobj = new /mob/eye/camera/remote/base_construction(spawn_spot, src)
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return TRUE
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/obj/machinery/computer/camera_advanced/base_construction/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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//If we have an internal RCD, we can refill it by slapping the console with some materials
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if(!internal_rcd || (!istype(tool, /obj/item/rcd_ammo) && !istype(tool, /obj/item/stack/sheet)))
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return NONE
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internal_rcd.item_interaction(user, tool, modifiers)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/computer/camera_advanced/base_construction/Destroy()
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qdel(internal_rcd)
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return ..()
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///Go through every action object in the construction_action list (which should be fully initialized by now) and grant it to the user.
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/obj/machinery/computer/camera_advanced/base_construction/GrantActions(mob/living/user)
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..()
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//When the eye is in use, make it visible to players so they know when someone is building.
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eyeobj.SetInvisibility(INVISIBILITY_NONE, id=type)
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/obj/machinery/computer/camera_advanced/base_construction/remove_eye_control(mob/living/user)
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..()
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//Set back to default invisibility when not in use.
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eyeobj.RemoveInvisibility(type)
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/**
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* A mob used by [/obj/machinery/computer/camera_advanced/base_construction] for building in specific areas.
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*
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* Controlled by a user who is using a base construction console.
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* The user will be granted a set of building actions by the console, and the actions will be carried out by this mob.
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* The mob is constrained to a given area defined by the base construction console.
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*
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*/
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/mob/eye/camera/remote/base_construction
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name = "construction holo-drone"
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//Allows any curious crew to watch the base after it leaves. (This is safe as the base cannot be modified once it leaves)
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move_on_shuttle = TRUE
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icon = 'icons/obj/mining.dmi'
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icon_state = "construction_drone"
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invisibility = INVISIBILITY_MAXIMUM
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///Reference to the camera console controlling this drone
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var/obj/machinery/computer/camera_advanced/base_construction/linked_console
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/mob/eye/camera/remote/base_construction/Initialize(mapload, obj/machinery/computer/camera_advanced/console_link)
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linked_console = console_link
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if(!linked_console)
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stack_trace("A base consturuction drone was created with no linked console")
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return INITIALIZE_HINT_QDEL
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return ..()
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/mob/eye/camera/remote/base_construction/setLoc(turf/destination, force_update = FALSE)
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var/area/curr_area = get_area(destination)
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//Only move if we're in the allowed area. If no allowed area is defined, then we're free to move wherever.
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if(!linked_console.allowed_area || istype(curr_area, linked_console.allowed_area))
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return ..()
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/mob/eye/camera/remote/base_construction/relaymove(mob/living/user, direction)
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//This camera eye is visible, and as such needs to keep its dir updated
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dir = direction
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return ..()
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///[Base console's][/obj/machinery/computer/camera_advanced/base_construction] internal RCD. Has a large material capacity and a fast buildspeed.
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/obj/item/construction/rcd/internal
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name = "internal RCD"
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max_matter = 600
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delay_mod = 0.5
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