mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-18 18:47:53 +01:00
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
283 lines
8.1 KiB
Plaintext
283 lines
8.1 KiB
Plaintext
|
|
#define FLOODLIGHT_OFF 1
|
|
#define FLOODLIGHT_LOW 2
|
|
#define FLOODLIGHT_MED 3
|
|
#define FLOODLIGHT_HIGH 4
|
|
|
|
/obj/structure/floodlight_frame
|
|
name = "floodlight frame"
|
|
desc = "A metal frame that requires wiring and a light tube to become a flood light."
|
|
max_integrity = 100
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "floodlight_c1"
|
|
density = TRUE
|
|
var/state = FLOODLIGHT_NEEDS_WIRES
|
|
|
|
/obj/structure/floodlight_frame/Initialize(mapload)
|
|
. = ..()
|
|
register_context()
|
|
|
|
/obj/structure/floodlight_frame/add_context(
|
|
atom/source,
|
|
list/context,
|
|
obj/item/held_item,
|
|
mob/living/user,
|
|
)
|
|
|
|
if(isnull(held_item))
|
|
return NONE
|
|
|
|
var/message = null
|
|
if(state == FLOODLIGHT_NEEDS_WIRES)
|
|
if(istype(held_item, /obj/item/stack/cable_coil))
|
|
message = "Add cable"
|
|
else if(held_item.tool_behaviour == TOOL_WRENCH)
|
|
message = "Dismantle frame"
|
|
|
|
else if(state == FLOODLIGHT_NEEDS_SECURING)
|
|
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
|
|
message = "Secure cable"
|
|
else if(held_item.tool_behaviour == TOOL_WIRECUTTER)
|
|
message = "Cut cable"
|
|
|
|
else if(state == FLOODLIGHT_NEEDS_LIGHTS)
|
|
if(istype(held_item, /obj/item/light/tube))
|
|
message = "Add light"
|
|
else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
|
|
message = "Unscrew cable"
|
|
|
|
if(isnull(message))
|
|
return NONE
|
|
context[SCREENTIP_CONTEXT_LMB] = message
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
|
|
/obj/structure/floodlight_frame/examine(mob/user)
|
|
. = ..()
|
|
if(state == FLOODLIGHT_NEEDS_WIRES)
|
|
. += span_notice("It can be wired with [EXAMINE_HINT("5 cable pieces")].")
|
|
. += span_notice("The frame can be deconstructed by [EXAMINE_HINT("unwrenching")].")
|
|
else if(state == FLOODLIGHT_NEEDS_SECURING)
|
|
. += span_notice("The cable needs to be [EXAMINE_HINT("screwed")] on to the frame.")
|
|
. += span_notice("The hanging cable could be [EXAMINE_HINT("cut")] apart.")
|
|
else if(state == FLOODLIGHT_NEEDS_LIGHTS)
|
|
. += span_notice("It needs a [EXAMINE_HINT("light tube")] to finish it.")
|
|
. += span_notice("The cable could be [EXAMINE_HINT("unscrewed")] from the frame.")
|
|
|
|
/obj/structure/floodlight_frame/screwdriver_act(mob/living/user, obj/item/O)
|
|
. = ..()
|
|
if(state == FLOODLIGHT_NEEDS_SECURING)
|
|
icon_state = "floodlight_c3"
|
|
state = FLOODLIGHT_NEEDS_LIGHTS
|
|
return TRUE
|
|
else if(state == FLOODLIGHT_NEEDS_LIGHTS)
|
|
icon_state = "floodlight_c2"
|
|
state = FLOODLIGHT_NEEDS_SECURING
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/structure/floodlight_frame/wrench_act(mob/living/user, obj/item/tool)
|
|
if(state != FLOODLIGHT_NEEDS_WIRES)
|
|
return FALSE
|
|
|
|
if(!tool.use_tool(src, user, 30, volume=50))
|
|
return TRUE
|
|
new /obj/item/stack/sheet/iron(loc, 5)
|
|
qdel(src)
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/floodlight_frame/wirecutter_act(mob/living/user, obj/item/tool)
|
|
if(state != FLOODLIGHT_NEEDS_SECURING)
|
|
return FALSE
|
|
|
|
icon_state = "floodlight_c1"
|
|
state = FLOODLIGHT_NEEDS_WIRES
|
|
new /obj/item/stack/cable_coil(loc, 5)
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/floodlight_frame/attackby(obj/item/O, mob/user, params)
|
|
if(istype(O, /obj/item/stack/cable_coil) && state == FLOODLIGHT_NEEDS_WIRES)
|
|
var/obj/item/stack/S = O
|
|
if(S.use(5))
|
|
icon_state = "floodlight_c2"
|
|
state = FLOODLIGHT_NEEDS_SECURING
|
|
return
|
|
else
|
|
balloon_alert(user, "need 5 cable pieces!")
|
|
return
|
|
|
|
if(istype(O, /obj/item/light/tube))
|
|
var/obj/item/light/tube/L = O
|
|
if(state == FLOODLIGHT_NEEDS_LIGHTS && L.status != 2) //Ready for a light tube, and not broken.
|
|
new /obj/machinery/power/floodlight(loc)
|
|
qdel(src)
|
|
qdel(O)
|
|
return
|
|
else //A minute of silence for all the accidentally broken light tubes.
|
|
balloon_alert(user, "light tube is broken!")
|
|
return
|
|
if(istype(O, /obj/item/lightreplacer))
|
|
var/obj/item/lightreplacer/L = O
|
|
if(state == FLOODLIGHT_NEEDS_LIGHTS && L.can_use(user))
|
|
L.Use(user)
|
|
new /obj/machinery/power/floodlight(loc)
|
|
qdel(src)
|
|
return
|
|
..()
|
|
|
|
/obj/machinery/power/floodlight
|
|
name = "floodlight"
|
|
desc = "A pole with powerful mounted lights on it. Due to its high power draw, it must be powered by a direct connection to a wire node."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "floodlight"
|
|
density = TRUE
|
|
max_integrity = 100
|
|
integrity_failure = 0.8
|
|
idle_power_usage = 0
|
|
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
|
|
anchored = FALSE
|
|
light_power = 1.75
|
|
/// List of power usage multipliers
|
|
var/list/light_setting_list = list(0, 5, 10, 15)
|
|
/// Constant coeff. for power usage
|
|
var/light_power_coefficient = 200
|
|
/// Intensity of the floodlight.
|
|
var/setting = FLOODLIGHT_OFF
|
|
|
|
/obj/machinery/power/floodlight/Initialize(mapload)
|
|
. = ..()
|
|
register_context()
|
|
|
|
/obj/machinery/power/floodlight/add_context(
|
|
atom/source,
|
|
list/context,
|
|
obj/item/held_item,
|
|
mob/living/user,
|
|
)
|
|
|
|
if(isnull(held_item))
|
|
if(panel_open)
|
|
context[SCREENTIP_CONTEXT_LMB] = "Remove Light"
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
return NONE
|
|
|
|
var/message = null
|
|
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
|
|
message = "Open Panel"
|
|
else if(held_item.tool_behaviour == TOOL_WRENCH)
|
|
message = anchored ? "Unsecure light" : "Secure light"
|
|
|
|
if(isnull(message))
|
|
return NONE
|
|
context[SCREENTIP_CONTEXT_LMB] = message
|
|
return CONTEXTUAL_SCREENTIP_SET
|
|
|
|
/obj/machinery/power/floodlight/examine(mob/user)
|
|
. = ..()
|
|
if(!anchored)
|
|
. += span_notice("It needs to be wrenched on top of a wire.")
|
|
else
|
|
. += span_notice("Its at power level [setting].")
|
|
if(panel_open)
|
|
. += span_notice("Its maintainence hatch is open but can be [EXAMINE_HINT("screwed")] close.")
|
|
. += span_notice("You can remove the light tube by [EXAMINE_HINT("hand")].")
|
|
else
|
|
. += span_notice("Its maintainence hatch can be [EXAMINE_HINT("screwed")] open.")
|
|
|
|
/obj/machinery/power/floodlight/process()
|
|
var/turf/T = get_turf(src)
|
|
var/obj/structure/cable/C = locate() in T
|
|
if(!C && powernet)
|
|
disconnect_from_network()
|
|
if(setting > FLOODLIGHT_OFF) //If on
|
|
if(avail(active_power_usage))
|
|
add_load(active_power_usage)
|
|
else
|
|
change_setting(FLOODLIGHT_OFF)
|
|
else if(avail(idle_power_usage))
|
|
add_load(idle_power_usage)
|
|
|
|
/obj/machinery/power/floodlight/proc/change_setting(newval, mob/user)
|
|
if((newval < FLOODLIGHT_OFF) || (newval > light_setting_list.len))
|
|
return
|
|
setting = newval
|
|
active_power_usage = light_setting_list[setting] * light_power_coefficient
|
|
if(!avail(active_power_usage) && setting > FLOODLIGHT_OFF)
|
|
return change_setting(setting - 1)
|
|
set_light(light_setting_list[setting], light_power)
|
|
var/setting_text = ""
|
|
if(setting > FLOODLIGHT_OFF)
|
|
icon_state = "[initial(icon_state)]_on"
|
|
else
|
|
icon_state = initial(icon_state)
|
|
switch(setting)
|
|
if(FLOODLIGHT_OFF)
|
|
setting_text = "OFF"
|
|
if(FLOODLIGHT_LOW)
|
|
setting_text = "low power"
|
|
if(FLOODLIGHT_MED)
|
|
setting_text = "standard lighting"
|
|
if(FLOODLIGHT_HIGH)
|
|
setting_text = "high power"
|
|
if(user)
|
|
to_chat(user, span_notice("You set [src] to [setting_text]."))
|
|
|
|
/obj/machinery/power/floodlight/wrench_act(mob/living/user, obj/item/tool)
|
|
. = ..()
|
|
default_unfasten_wrench(user, tool)
|
|
change_setting(FLOODLIGHT_OFF)
|
|
if(anchored)
|
|
connect_to_network()
|
|
else
|
|
disconnect_from_network()
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
/obj/machinery/power/floodlight/screwdriver_act(mob/living/user, obj/item/tool)
|
|
. = ..()
|
|
change_setting(FLOODLIGHT_OFF)
|
|
panel_open = TRUE
|
|
balloon_alert(user, "opened panel")
|
|
return TRUE
|
|
|
|
/obj/machinery/power/floodlight/attack_hand(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(panel_open)
|
|
var/obj/structure/floodlight_frame/floodlight_frame = new(loc)
|
|
floodlight_frame.state = FLOODLIGHT_NEEDS_LIGHTS
|
|
|
|
var/obj/item/light/tube/light_tube = new(loc)
|
|
user.put_in_active_hand(light_tube)
|
|
|
|
qdel(src)
|
|
|
|
var/current = setting
|
|
if(current == FLOODLIGHT_OFF)
|
|
current = light_setting_list.len
|
|
else
|
|
current--
|
|
change_setting(current, user)
|
|
|
|
/obj/machinery/power/floodlight/attack_robot(mob/user)
|
|
return attack_hand(user)
|
|
|
|
/obj/machinery/power/floodlight/attack_ai(mob/user)
|
|
return attack_hand(user)
|
|
|
|
/obj/machinery/power/floodlight/atom_break(damage_flag)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
|
|
|
|
var/obj/structure/floodlight_frame/floodlight_frame = new(loc)
|
|
floodlight_frame.state = FLOODLIGHT_NEEDS_LIGHTS
|
|
new /obj/item/light/tube(loc)
|
|
|
|
qdel(src)
|
|
|
|
/obj/machinery/power/floodlight/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
playsound(src, 'sound/effects/glasshit.ogg', 75, TRUE)
|