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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
192 lines
7.1 KiB
Plaintext
192 lines
7.1 KiB
Plaintext
/*
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CONTAINS:
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RSF
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*/
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///Extracts the related object from an associated list of objects and values, or lists and objects.
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#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
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/obj/item/rsf
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name = "\improper Rapid-Service-Fabricator"
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desc = "A device used to rapidly deploy service items."
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icon = 'icons/obj/tools.dmi'
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icon_state = "rsf"
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inhand_icon_state = "rsf"
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base_icon_state = "rsf"
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///The icon state to revert to when the tool is empty
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var/spent_icon_state = "rsf_empty"
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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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opacity = FALSE
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density = FALSE
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anchored = FALSE
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item_flags = NOBLUDGEON
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
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///The current matter count
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var/matter = 0
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///The max amount of matter in the device
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var/max_matter = 30
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///The type of the object we are going to dispense
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var/to_dispense
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///The cost of the object we are going to dispense
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var/dispense_cost = 0
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w_class = WEIGHT_CLASS_NORMAL
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///An associated list of atoms and charge costs. This can contain a separate list, as long as it's associated item is an object
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var/list/cost_by_item = list(/obj/item/reagent_containers/cup/glass/drinkingglass = 20,
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/obj/item/paper = 10,
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/obj/item/storage/dice = 200,
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/obj/item/pen = 50,
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/obj/item/clothing/mask/cigarette = 10,
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)
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///An associated list of fuel and it's value
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var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
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///A list of surfaces that we are allowed to place things on.
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var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
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///The unit of mesure of the matter, for use in text
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var/discriptor = "fabrication-units"
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///The verb that describes what we're doing, for use in text
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var/action_type = "Dispensing"
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///Holds a copy of world.time from the last time the synth was used.
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var/cooldown = 0
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///How long should the minimum period between this RSF's item dispensings be?
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var/cooldowndelay = 0 SECONDS
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/obj/item/rsf/Initialize(mapload)
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. = ..()
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to_dispense = cost_by_item[1]
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dispense_cost = cost_by_item[to_dispense]
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/obj/item/rsf/examine(mob/user)
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. = ..()
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. += span_notice("It currently holds [matter]/[max_matter] [discriptor].")
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/obj/item/rsf/cyborg
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matter = 30
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/obj/item/rsf/attackby(obj/item/W, mob/user, params)
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if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list
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var/tempMatter = matter_by_item[W.type] + matter
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if(tempMatter > max_matter)
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to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!"))
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return
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if(isstack(W))
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var/obj/item/stack/stack = W
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stack.use(1)
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else
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qdel(W)
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matter = tempMatter //We add its value
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playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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icon_state = base_icon_state//and set the icon state to the base state
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else
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return ..()
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/obj/item/rsf/attack_self(mob/user)
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playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
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var/target = cost_by_item
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var/cost = 0
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//Warning, prepare for bodgecode
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while(islist(target))//While target is a list we continue the loop
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var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE)
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if(!check_menu(user) || picked == null)
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return
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for(var/emem in target)//Back through target agian
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var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
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if(picked == initial(test.name))//We try and find the entry that matches the radial selection
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cost = target[emem]//We cash the cost
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target = emem
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break
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//If we found a list we start it all again, this time looking through its contents.
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//This allows for sublists
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to_dispense = target
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dispense_cost = cost
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// Change mode
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///Forms a radial menu based off an object in a list, or a list's associated object
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/obj/item/rsf/proc/formRadial(from)
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var/list/radial_list = list()
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for(var/meme in from)//We iterate through all of targets entrys
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var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
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//We then add their data into the radial menu
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radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
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return radial_list
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/obj/item/rsf/proc/check_menu(mob/user)
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/rsf/afterattack(atom/A, mob/user, proximity)
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if(cooldown > world.time)
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return
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. = ..()
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if(!proximity || !is_allowed(A))
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return
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if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
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playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
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var/atom/meme = new to_dispense(get_turf(A))
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to_chat(user, span_notice("[action_type] [meme.name]..."))
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cooldown = world.time + cooldowndelay
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///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
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/obj/item/rsf/proc/use_matter(charge, mob/user)
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if(iscyborg(user))
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var/mob/living/silicon/robot/R = user
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var/end_charge = R.cell.charge - charge
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if(end_charge < 0)
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to_chat(user, span_warning("You do not have enough power to use [src]."))
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icon_state = spent_icon_state
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return FALSE
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R.cell.charge = end_charge
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return TRUE
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else
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if(matter - 1 < 0)
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to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left."))
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icon_state = spent_icon_state
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return FALSE
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matter--
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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return TRUE
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///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
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/obj/item/rsf/proc/is_allowed(atom/to_check)
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for(var/sort in allowed_surfaces)
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if(istype(to_check, sort))
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return TRUE
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return FALSE
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/obj/item/rsf/cookiesynth
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name = "Cookie Synthesizer"
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desc = "A self-recharging device used to rapidly deploy cookies."
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icon_state = "rcd"
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base_icon_state = "rcd"
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spent_icon_state = "rcd"
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max_matter = 10
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cost_by_item = list(/obj/item/food/cookie = 100)
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dispense_cost = 100
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discriptor = "cookie-units"
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action_type = "Fabricates"
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cooldowndelay = 10 SECONDS
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///Tracks whether or not the cookiesynth is about to print a poisoned cookie
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var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
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/obj/item/rsf/cookiesynth/emag_act(mob/user)
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obj_flags ^= EMAGGED
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if(obj_flags & EMAGGED)
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to_chat(user, span_warning("You short out [src]'s reagent safety checker!"))
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else
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to_chat(user, span_warning("You reset [src]'s reagent safety checker!"))
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/obj/item/rsf/cookiesynth/attack_self(mob/user)
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var/mob/living/silicon/robot/P = null
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if(iscyborg(user))
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P = user
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if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin)
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toxin = TRUE
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to_dispense = /obj/item/food/cookie/sleepy
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to_chat(user, span_alert("Cookie Synthesizer hacked."))
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else
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toxin = FALSE
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to_dispense = /obj/item/food/cookie
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to_chat(user, span_notice("Cookie Synthesizer reset."))
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