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Bubberstation/code/game/objects/items/RCD.dm
SkyratBot c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00

1492 lines
54 KiB
Plaintext

#define GLOW_MODE 3
#define LIGHT_MODE 2
#define REMOVE_MODE 1
/*
CONTAINS:
RCD
ARCD
RLD
*/
/obj/item/construction
name = "not for ingame use"
desc = "A device used to rapidly build and deconstruct. Reload with iron, plasteel, glass or compressed matter cartridges."
opacity = FALSE
density = FALSE
anchored = FALSE
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
force = 0
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
req_access = list(ACCESS_ENGINE_EQUIP)
armor_type = /datum/armor/item_construction
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
var/max_matter = 100
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
var/has_ammobar = FALSE //controls whether or not does update_icon apply ammo indicator overlays
var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
/// Bitflags for upgrades
var/upgrade = NONE
/// Bitflags for banned upgrades
var/banned_upgrades = NONE
var/datum/component/remote_materials/silo_mats //remote connection to the silo
var/silo_link = FALSE //switch to use internal or remote storage
/datum/armor/item_construction
fire = 100
acid = 50
/obj/item/construction/Initialize(mapload)
. = ..()
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
if(upgrade & RCD_UPGRADE_SILO_LINK)
silo_mats = AddComponent(/datum/component/remote_materials, "RCD", mapload, FALSE)
///used for examining the RCD and for its UI
/obj/item/construction/proc/get_silo_iron()
if(silo_link && silo_mats.mat_container && !silo_mats.on_hold())
return silo_mats.mat_container.get_material_amount(/datum/material/iron)/500
return FALSE
/obj/item/construction/examine(mob/user)
. = ..()
. += "It currently holds [matter]/[max_matter] matter-units."
if(upgrade & RCD_UPGRADE_SILO_LINK)
. += "Remote storage link state: [silo_link ? "[silo_mats.on_hold() ? "ON HOLD" : "ON"]" : "OFF"]."
var/iron = get_silo_iron()
if(iron)
. += "Remote connection has iron in equivalent to [iron] RCD unit\s." //1 matter for 1 floor tile, as 4 tiles are produced from 1 iron
/obj/item/construction/Destroy()
QDEL_NULL(spark_system)
silo_mats = null
return ..()
/obj/item/construction/pre_attack(atom/target, mob/user, params)
if(istype(target, /obj/item/rcd_upgrade))
install_upgrade(target, user)
return TRUE
if(insert_matter(target, user))
return TRUE
return ..()
/obj/item/construction/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcd_upgrade))
install_upgrade(W, user)
return TRUE
if(insert_matter(W, user))
return TRUE
return ..()
/// Installs an upgrade into the RCD checking if it is already installed, or if it is a banned upgrade
/obj/item/construction/proc/install_upgrade(obj/item/rcd_upgrade/rcd_up, mob/user)
if(rcd_up.upgrade & upgrade)
to_chat(user, span_warning("[src] has already installed this upgrade!"))
return
if(rcd_up.upgrade & banned_upgrades)
to_chat(user, span_warning("[src] can't install this upgrade!"))
return
upgrade |= rcd_up.upgrade
if((rcd_up.upgrade & RCD_UPGRADE_SILO_LINK) && !silo_mats)
silo_mats = AddComponent(/datum/component/remote_materials, "RCD", FALSE, FALSE)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
qdel(rcd_up)
/// Inserts matter into the RCD allowing it to build
/obj/item/construction/proc/insert_matter(obj/O, mob/user)
if(iscyborg(user))
return FALSE
var/loaded = FALSE
if(istype(O, /obj/item/rcd_ammo))
var/obj/item/rcd_ammo/R = O
var/load = min(R.ammoamt, max_matter - matter)
if(load <= 0)
to_chat(user, span_warning("[src] can't hold any more matter-units!"))
return FALSE
R.ammoamt -= load
if(R.ammoamt <= 0)
qdel(R)
matter += load
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
loaded = TRUE
else if(isstack(O))
loaded = loadwithsheets(O, user)
if(loaded)
to_chat(user, span_notice("[src] now holds [matter]/[max_matter] matter-units."))
update_appearance() //ensures that ammo counters (if present) get updated
return loaded
/obj/item/construction/proc/loadwithsheets(obj/item/stack/S, mob/user)
var/value = S.matter_amount
if(value <= 0)
to_chat(user, span_notice("You can't insert [S.name] into [src]!"))
return FALSE
var/maxsheets = round((max_matter-matter)/value) //calculate the max number of sheets that will fit in RCD
if(maxsheets > 0)
var/amount_to_use = min(S.amount, maxsheets)
S.use(amount_to_use)
matter += value*amount_to_use
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
to_chat(user, span_notice("You insert [amount_to_use] [S.name] sheets into [src]. "))
return TRUE
to_chat(user, span_warning("You can't insert any more [S.name] sheets into [src]!"))
return FALSE
/obj/item/construction/proc/activate()
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
/obj/item/construction/attack_self(mob/user)
playsound(loc, 'sound/effects/pop.ogg', 50, FALSE)
if(prob(20))
spark_system.start()
/obj/item/construction/update_overlays()
. = ..()
if(has_ammobar)
var/ratio = CEILING((matter / max_matter) * ammo_sections, 1)
if(ratio > 0)
. += "[icon_state]_charge[ratio]"
/obj/item/construction/proc/useResource(amount, mob/user)
if(!silo_mats || !silo_link)
if(matter < amount)
if(user)
to_chat(user, no_ammo_message)
return FALSE
matter -= amount
update_appearance()
return TRUE
else
if(silo_mats.on_hold())
if(user)
to_chat(user, span_alert("Mineral access is on hold, please contact the quartermaster."))
return FALSE
if(!silo_mats.mat_container)
to_chat(user, span_alert("No silo link detected. Connect to silo via multitool."))
return FALSE
if(!silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount))
if(user)
to_chat(user, no_ammo_message)
return FALSE
var/list/materials = list()
materials[GET_MATERIAL_REF(/datum/material/iron)] = 500
silo_mats.mat_container.use_materials(materials, amount)
silo_mats.silo_log(src, "consume", -amount, "build", materials)
return TRUE
///shared data for rcd,rld & plumbing
/obj/item/construction/ui_data(mob/user)
var/list/data = list()
//matter in the rcd
var/total_matter = ((upgrade & RCD_UPGRADE_SILO_LINK) && silo_link) ? get_silo_iron() : matter
if(!total_matter)
total_matter = 0
data["matterLeft"] = total_matter
//silo details
data["silo_upgraded"] = !!(upgrade & RCD_UPGRADE_SILO_LINK)
data["silo_enabled"] = silo_link
return data
///shared action for toggling silo link rcd,rld & plumbing
/obj/item/construction/ui_act(action, list/params)
. = ..()
if(.)
return
if(action == "toggle_silo" && (upgrade & RCD_UPGRADE_SILO_LINK))
if(silo_mats)
if(!silo_mats.mat_container && !silo_link) // Allow them to turn off an invalid link.
to_chat(usr, span_alert("No silo link detected. Connect to silo via multitool."))
return FALSE
silo_link = !silo_link
to_chat(usr, span_notice("You change [src]'s storage link state: [silo_link ? "ON" : "OFF"]."))
else
to_chat(usr, span_warning("[src] doesn't have remote storage connection."))
return TRUE
/obj/item/construction/proc/checkResource(amount, mob/user)
if(!silo_mats || !silo_mats.mat_container || !silo_link)
if(silo_link)
to_chat(user, span_alert("Connected silo link is invalid. Reconnect to silo via multitool."))
return FALSE
else
. = matter >= amount
else
if(silo_mats.on_hold())
if(user)
to_chat(user, span_alert("Mineral access is on hold, please contact the quartermaster."))
return FALSE
. = silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount)
if(!. && user)
to_chat(user, no_ammo_message)
if(has_ammobar)
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(A.z != user.z)
return
if(!(A in view(7, get_turf(user))))
to_chat(user, span_warning("The \'Out of Range\' light on [src] blinks red."))
return FALSE
else
return TRUE
/obj/item/construction/proc/prox_check(proximity)
if(proximity)
return TRUE
else
return FALSE
/**
* Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The living mob interacting with the menu
* * remote_anchor The remote anchor for the menu
*/
/obj/item/construction/proc/check_menu(mob/living/user, remote_anchor)
if(!istype(user))
return FALSE
if(user.incapacitated())
return FALSE
if(remote_anchor && user.remote_control != remote_anchor)
return FALSE
return TRUE
#define RCD_DESTRUCTIVE_SCAN_RANGE 10
#define RCD_HOLOGRAM_FADE_TIME (15 SECONDS)
#define RCD_DESTRUCTIVE_SCAN_COOLDOWN (RCD_HOLOGRAM_FADE_TIME + 1 SECONDS)
///each define maps to a variable used for construction in the RCD
#define CONSTRUCTION_MODE "construction_mode"
#define WINDOW_TYPE "window_type"
#define WINDOW_GLASS "window_glass"
#define WINDOW_SIZE "window_size"
#define COMPUTER_DIR "computer_dir"
#define FURNISH_TYPE "furnish_type"
#define FURNISH_COST "furnish_cost"
#define FURNISH_DELAY "furnish_delay"
#define AIRLOCK_TYPE "airlock_type"
///flags to be sent to UI
#define TITLE "title"
#define ICON "icon"
///flags for creating icons shared by an entire category
#define CATEGORY_ICON_STATE "category_icon_state"
#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
#define TITLE_ICON "ICON=TITLE"
/obj/item/construction/rcd
name = "rapid-construction-device (RCD)"
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
worn_icon_state = "RCD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_premium_price = PAYCHECK_COMMAND * 10
max_matter = 160
slot_flags = ITEM_SLOT_BELT
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
has_ammobar = TRUE
actions_types = list(/datum/action/item_action/rcd_scan)
///all stuff used by RCD for construction
var/static/list/root_categories = list(
//1ST ROOT CATEGORY
"Construction" = list( //Stuff you use to make & decorate areas
//Walls & Windows
"Structures" = list(
list(CONSTRUCTION_MODE = RCD_FLOORWALL, ICON = "wallfloor", TITLE = "Wall/Floor"),
list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window, WINDOW_GLASS = RCD_WINDOW_NORMAL, WINDOW_SIZE = RCD_WINDOW_DIRECTIONAL, ICON = "windowsize", TITLE = "Directional Window"),
list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/reinforced, WINDOW_GLASS = RCD_WINDOW_REINFORCED, WINDOW_SIZE = RCD_WINDOW_DIRECTIONAL, ICON = "windowtype", TITLE = "Directional Reinforced Window"),
list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/fulltile, WINDOW_GLASS = RCD_WINDOW_NORMAL, WINDOW_SIZE = RCD_WINDOW_FULLTILE, ICON = "window0", TITLE = "Full Tile Window"),
list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/reinforced/fulltile, WINDOW_GLASS = RCD_WINDOW_REINFORCED, WINDOW_SIZE = RCD_WINDOW_FULLTILE, ICON = "rwindow0", TITLE = "Full Tile Reinforced Window"),
),
//Computers & Machine Frames
"Machines" = list(
list(CONSTRUCTION_MODE = RCD_MACHINE, ICON = "box_1", TITLE = "Machine Frame"),
list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = 1, ICON = "cnorth", TITLE = "Computer North"),
list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = 2, ICON = "csouth", TITLE = "Computer South"),
list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = 4, ICON = "ceast", TITLE = "Computer East"),
list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = 8, ICON = "cwest", TITLE = "Computer West"),
),
//Interior Design[construction_mode = RCD_FURNISHING is implied]
"Furniture" = list(
list(FURNISH_TYPE = /obj/structure/chair, FURNISH_COST = 8, FURNISH_DELAY = 10, ICON = "chair", TITLE = "Chair"),
list(FURNISH_TYPE = /obj/structure/chair/stool, FURNISH_COST = 8, FURNISH_DELAY = 10, ICON = "stool", TITLE = "Stool"),
list(FURNISH_TYPE = /obj/structure/table, FURNISH_COST = 16, FURNISH_DELAY = 20, ICON = "table",TITLE = "Table"),
list(FURNISH_TYPE = /obj/structure/table/glass, FURNISH_COST = 16, FURNISH_DELAY = 20, ICON = "glass_table", TITLE = "Glass Table"),
),
),
//2ND ROOT CATEGORY[construction_mode = RCD_AIRLOCK is implied,"icon=closed"]
"Airlocks" = list( //used to seal/close areas
//Window Doors[airlock_glass = TRUE is implied]
"Windoors" = list(
list(AIRLOCK_TYPE = /obj/machinery/door/window, ICON = "windoor", TITLE = "Windoor"),
list(AIRLOCK_TYPE = /obj/machinery/door/window/brigdoor, ICON = "secure_windoor", TITLE = "Secure Windoor"),
),
//Glass Airlocks[airlock_glass = TRUE is implied,do fill_closed overlay]
"Glass Airlocks" = list(
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/glass, TITLE = "Standard", CATEGORY_ICON_STATE = TITLE_ICON, CATEGORY_ICON_SUFFIX = "Glass"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/public/glass, TITLE = "Public"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/engineering/glass, TITLE = "Engineering"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/atmos/glass, TITLE = "Atmospherics"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/security/glass, TITLE = "Security"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/command/glass, TITLE = "Command"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/medical/glass, TITLE = "Medical"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/research/glass, TITLE = "Research"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/virology/glass, TITLE = "Virology"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/mining/glass, TITLE = "Mining"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/glass, TITLE = "Maintenance"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/external/glass, TITLE = "External"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/external/glass, TITLE = "External Maintenance"),
//SKYRAT EDIT BEGIN//
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/corporate/glass, TITLE = "Corporate"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/service/glass, TITLE = "Service"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/hos/glass, TITLE = "Head of Security"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/cmo/glass, TITLE = "Chief Medical Officer"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/ce/glass, TITLE = "Chief Engineer"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/rd/glass, TITLE = "Research Director"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/qm/glass, TITLE = "Quartermaster")
//SKYRAT EDIT END//
),
//Solid Airlocks[airlock_glass = FALSE is implied,no fill_closed overlay]
"Solid Airlocks" = list(
list(AIRLOCK_TYPE = /obj/machinery/door/airlock, TITLE = "Standard", CATEGORY_ICON_STATE = TITLE_ICON),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/public, TITLE = "Public"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/engineering, TITLE = "Engineering"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/atmos, TITLE = "Atmospherics"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/security, TITLE = "Security"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/command, TITLE = "Command"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/medical, TITLE = "Medical"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/research, TITLE = "Research"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/freezer, TITLE = "Freezer"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/virology, TITLE = "Virology"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/mining, TITLE = "Mining"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance, TITLE = "Maintenance"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/external, TITLE = "External"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/external, TITLE = "External Maintenance"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/hatch, TITLE = "Airtight Hatch"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance_hatch, TITLE = "Maintenance Hatch"),
//SKYRAT EDIT BEGIN//
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/corporate, TITLE = "Corporate"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/service, TITLE = "Service"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/bathroom, TITLE = "Bathroom"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/psych, TITLE = "Psychologist"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/asylum, TITLE = "Asylum"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/captain, TITLE = "Captain"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/hop, TITLE = "Head of Personnel"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/hos, TITLE = "Head of Security"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/cmo, TITLE = "Chief Medical Officer"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/ce, TITLE = "Chief Engineer"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/rd, TITLE = "Research Director"),
list(AIRLOCK_TYPE = /obj/machinery/door/airlock/qm, TITLE = "Quartermaster")
//SKYRAT EDIT END//
),
),
//3RD CATEGORY Airlock access,empty list cause airlock_electronics UI will be displayed when this tab is selected
"Airlock Access" = list()
)
///english name for the design to check if it was selected or not
var/design_title = "Wall/Floor"
var/design_category = "Structures"
var/root_category = "Construction"
var/closed = FALSE
///owner of this rcd. It can either be an construction console or an player
var/owner
var/mode = RCD_FLOORWALL
var/construction_mode = RCD_FLOORWALL
var/ranged = FALSE
var/computer_dir = 1
var/airlock_type = /obj/machinery/door/airlock
var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use
var/window_type = /obj/structure/window/fulltile
var/window_glass = RCD_WINDOW_NORMAL
var/window_size = RCD_WINDOW_FULLTILE
var/furnish_type = /obj/structure/chair
var/furnish_cost = 8
var/furnish_delay = 10
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
var/delay_mod = 1
var/canRturf = FALSE //Variable for R walls to deconstruct them
/// Integrated airlock electronics for setting access to a newly built airlocks
var/obj/item/electronics/airlock/airlock_electronics
COOLDOWN_DECLARE(destructive_scan_cooldown)
GLOBAL_VAR_INIT(icon_holographic_wall, init_holographic_wall())
GLOBAL_VAR_INIT(icon_holographic_window, init_holographic_window())
// `initial` does not work here. Neither does instantiating a wall/whatever
// and referencing that. I don't know why.
/proc/init_holographic_wall()
return getHologramIcon(
icon('icons/turf/walls/wall.dmi', "wall-0"),
opacity = 1,
)
/proc/init_holographic_window()
var/icon/grille_icon = icon('icons/obj/structures.dmi', "grille")
var/icon/window_icon = icon('icons/obj/smooth_structures/window.dmi', "window-0")
grille_icon.Blend(window_icon, ICON_OVERLAY)
return getHologramIcon(grille_icon)
/obj/item/construction/rcd/Initialize(mapload)
. = ..()
AddElement(/datum/element/openspace_item_click_handler)
/obj/item/construction/rcd/handle_openspace_click(turf/target, mob/user, proximity_flag, click_parameters)
if(proximity_flag)
mode = construction_mode
rcd_create(target, user)
/obj/item/construction/rcd/ui_action_click(mob/user, actiontype)
if (!COOLDOWN_FINISHED(src, destructive_scan_cooldown))
to_chat(user, span_warning("[src] lets out a low buzz."))
return
COOLDOWN_START(src, destructive_scan_cooldown, RCD_DESTRUCTIVE_SCAN_COOLDOWN)
rcd_scan(src)
/**
* Global proc that generates RCD hologram in a range.
*
* Arguments:
* * source - The atom the scans originate from
* * scan_range - The range of turfs we grab from the source
* * fade_time - The time for RCD holograms to fade
*/
/proc/rcd_scan(atom/source, scan_range = RCD_DESTRUCTIVE_SCAN_RANGE, fade_time = RCD_HOLOGRAM_FADE_TIME)
playsound(source, 'sound/items/rcdscan.ogg', 50, vary = TRUE, pressure_affected = FALSE)
var/turf/source_turf = get_turf(source)
for(var/turf/open/surrounding_turf in RANGE_TURFS(scan_range, source_turf))
var/rcd_memory = surrounding_turf.rcd_memory
if(!rcd_memory)
continue
var/skip_to_next_turf = FALSE
for(var/atom/content_of_turf as anything in surrounding_turf.contents)
if (content_of_turf.density)
skip_to_next_turf = TRUE
break
if(skip_to_next_turf)
continue
var/hologram_icon
switch(rcd_memory)
if(RCD_MEMORY_WALL)
hologram_icon = GLOB.icon_holographic_wall
if(RCD_MEMORY_WINDOWGRILLE)
hologram_icon = GLOB.icon_holographic_window
var/obj/effect/rcd_hologram/hologram = new(surrounding_turf)
hologram.icon = hologram_icon
animate(hologram, alpha = 0, time = fade_time, easing = CIRCULAR_EASING | EASE_IN)
/obj/effect/rcd_hologram
name = "hologram"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/rcd_hologram/Initialize(mapload)
. = ..()
QDEL_IN(src, RCD_HOLOGRAM_FADE_TIME)
#undef RCD_DESTRUCTIVE_SCAN_COOLDOWN
#undef RCD_DESTRUCTIVE_SCAN_RANGE
#undef RCD_HOLOGRAM_FADE_TIME
/obj/item/construction/rcd/suicide_act(mob/living/user)
var/turf/T = get_turf(user)
if(!isopenturf(T)) // Oh fuck
user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
mode = RCD_FLOORWALL
user.visible_message(span_suicide("[user] sets the RCD to 'Wall' and points it down [user.p_their()] throat! It looks like [user.p_theyre()] trying to commit suicide!"))
if(checkResource(16, user)) // It takes 16 resources to construct a wall
var/success = T.rcd_act(user, src, RCD_FLOORWALL)
T = get_turf(user)
// If the RCD placed a floor instead of a wall, having a wall without plating under it is cursed
// There isn't an easy programmatical way to check if rcd_act will place a floor or a wall, so just repeat using it for free
if(success && isopenturf(T))
T.rcd_act(user, src, RCD_FLOORWALL)
useResource(16, user)
activate()
playsound(loc, 'sound/machines/click.ogg', 50, 1)
user.gib()
return MANUAL_SUICIDE
user.visible_message(span_suicide("[user] pulls the trigger... But there is not enough ammo!"))
return SHAME
/obj/item/construction/rcd/proc/rcd_create(atom/A, mob/user)
// SKYRAT EDIT ADDITION
if(A.prevent_rcd_deconstruction)
return FALSE
// SKYRAT EDIT END
var/list/rcd_results = A.rcd_vals(user, src)
if(!rcd_results)
return FALSE
var/delay = rcd_results["delay"] * delay_mod
var/obj/effect/constructing_effect/rcd_effect = new(get_turf(A), delay, src.mode)
if(!checkResource(rcd_results["cost"], user))
qdel(rcd_effect)
return FALSE
if(rcd_results["mode"] == RCD_MACHINE || rcd_results["mode"] == RCD_COMPUTER || rcd_results["mode"] == RCD_FURNISHING)
var/turf/target_turf = get_turf(A)
//ignore all directional windows on the turf
var/static/list/ignored_atoms = list(/obj/structure/window, /obj/structure/window/reinforced)
var/list/ignored_content = list()
for(var/atom/movable/movable_content in target_turf)
if(is_type_in_list(movable_content, ignored_atoms))
ignored_content += movable_content
//check if the machine can fit on this turf
if(target_turf.is_blocked_turf(exclude_mobs = TRUE, source_atom = null, ignore_atoms = ignored_content))
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
qdel(rcd_effect)
return FALSE
if(!do_after(user, delay, target = A))
qdel(rcd_effect)
return FALSE
if(!checkResource(rcd_results["cost"], user))
qdel(rcd_effect)
return FALSE
if(!A.rcd_act(user, src, rcd_results["mode"]))
qdel(rcd_effect)
return FALSE
rcd_effect.end_animation()
useResource(rcd_results["cost"], user)
activate()
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
return TRUE
/obj/item/construction/rcd/Initialize(mapload)
. = ..()
airlock_electronics = new(src)
airlock_electronics.name = "Access Control"
airlock_electronics.holder = src
GLOB.rcd_list += src
/obj/item/construction/rcd/Destroy()
QDEL_NULL(airlock_electronics)
GLOB.rcd_list -= src
. = ..()
/obj/item/construction/rcd/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/rcd),
)
/obj/item/construction/rcd/ui_host(mob/user)
return owner || ..()
/obj/item/construction/rcd/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RapidConstructionDevice", name)
ui.open()
/obj/item/construction/rcd/ui_static_data(mob/user)
return airlock_electronics.ui_static_data(user)
/obj/item/construction/rcd/ui_data(mob/user)
var/list/data = ..()
//main categories
data["selected_root"] = root_category
data["root_categories"] = list()
for(var/category in root_categories)
data["root_categories"] += category
//create the category list
data["selected_category"] = design_category
data["selected_design"] = design_title
data["categories"] = list()
var/category_icon_state
var/category_icon_suffix
for(var/sub_category as anything in root_categories[root_category])
var/list/target_category = root_categories[root_category][sub_category]
if(target_category.len == 0)
continue
//skip category if upgrades were not installed for these
if(sub_category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
continue
if(sub_category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
continue
category_icon_state = ""
category_icon_suffix = ""
var/list/designs = list() //initialize all designs under this category
for(var/i in 1 to target_category.len)
var/list/design = target_category[i]
//check for special icon flags
if(design[CATEGORY_ICON_STATE] != null)
category_icon_state = design[CATEGORY_ICON_STATE]
if(design[CATEGORY_ICON_SUFFIX] != null)
category_icon_suffix = design[CATEGORY_ICON_SUFFIX]
//get icon or create it from pre defined flags
var/icon_state
if(design[ICON] != null)
icon_state = design[ICON]
else
icon_state = category_icon_state
if(icon_state == TITLE_ICON)
icon_state = design[TITLE]
icon_state = "[icon_state][category_icon_suffix]"
//sanitize them so you dont go insane when icon names contain spaces in them
icon_state = sanitize_css_class_name(icon_state)
designs += list(list(TITLE = design[TITLE], ICON = icon_state))
data["categories"] += list(list("cat_name" = sub_category, "designs" = designs))
//merge airlock_electronics ui data with this
var/list/airlock_data = airlock_electronics.ui_data(user)
for(var/key in airlock_data)
data[key] = airlock_data[key]
return data
/obj/item/construction/rcd/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("root_category")
var/new_root = params["root_category"]
if(root_categories[new_root] != null) //is a valid category
root_category = new_root
if("design")
var/category_name = params["category"]
var/index = params["index"]
var/list/root = root_categories[root_category]
if(root == null) //not a valid root
return TRUE
var/list/category = root[category_name]
if(category == null) //not a valid category
return TRUE
/**
* The advantage of organizing designs into categories is that
* You can ignore an complete category if the design disk upgrade for that category isn't installed.
*/
//You can't select designs from the Machines category if you dont have the frames upgrade installed.
if(category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
return TRUE
//You can't select designs from the Furniture category if you dont have the furnishing upgrade installed.
if(category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
return TRUE
var/list/design = category[index]
if(design == null) //not a valid design
return TRUE
design_category = category_name
design_title = design["title"]
if(category_name == "Structures")
construction_mode = design[CONSTRUCTION_MODE]
if(design[WINDOW_TYPE] != null)
window_type = design[WINDOW_TYPE]
if(design[WINDOW_GLASS] != null)
window_glass = design[WINDOW_GLASS]
if(design[WINDOW_SIZE] != null)
window_size = design[WINDOW_SIZE]
else if(category_name == "Machines")
construction_mode = design[CONSTRUCTION_MODE]
if(design[COMPUTER_DIR] != null)
computer_dir = design[COMPUTER_DIR]
else if(category_name == "Furniture")
construction_mode = RCD_FURNISHING
furnish_type = design[FURNISH_TYPE]
furnish_cost = design[FURNISH_COST]
furnish_delay = design[FURNISH_DELAY]
if(root_category == "Airlocks")
construction_mode = RCD_AIRLOCK
airlock_glass = (category_name != "Solid Airlocks")
airlock_type = design[AIRLOCK_TYPE]
else
airlock_electronics.do_action(action, params)
return TRUE
/obj/item/construction/rcd/attack_self(mob/user)
. = ..()
ui_interact(user)
/obj/item/construction/rcd/proc/target_check(atom/A, mob/user) // only returns true for stuff the device can actually work with
if((isturf(A) && A.density && mode == RCD_DECONSTRUCT) || (isturf(A) && !A.density) || (istype(A, /obj/machinery/door/airlock) && mode == RCD_DECONSTRUCT) || istype(A, /obj/structure/grille) || (istype(A, /obj/structure/window) && mode == RCD_DECONSTRUCT) || istype(A, /obj/structure/girder))
return TRUE
else
return FALSE
/obj/item/construction/rcd/pre_attack(atom/A, mob/user, params)
. = ..()
mode = construction_mode
if(!A.rcd_vals(user, src))
return
rcd_create(A, user)
return TRUE
/obj/item/construction/rcd/pre_attack_secondary(atom/target, mob/living/user, params)
. = ..()
mode = RCD_DECONSTRUCT
if(!target.rcd_vals(user, src))
return
rcd_create(target, user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/construction/rcd/proc/detonate_pulse()
audible_message("<span class='danger'><b>[src] begins to vibrate and \
buzz loudly!</b></span>","<span class='danger'><b>[src] begins \
vibrating violently!</b></span>")
// 5 seconds to get rid of it
addtimer(CALLBACK(src, PROC_REF(detonate_pulse_explode)), 50)
/obj/item/construction/rcd/proc/detonate_pulse_explode()
explosion(src, light_impact_range = 3, flame_range = 1, flash_range = 1)
qdel(src)
/obj/item/construction/rcd/Initialize(mapload)
. = ..()
update_appearance()
/obj/item/construction/rcd/borg
no_ammo_message = "<span class='warning'>Insufficient charge.</span>"
desc = "A device used to rapidly build walls and floors."
banned_upgrades = RCD_UPGRADE_SILO_LINK
var/energyfactor = 72
/obj/item/construction/rcd/borg/useResource(amount, mob/user)
if(!iscyborg(user))
return 0
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/borg/checkResource(amount, mob/user)
if(!iscyborg(user))
return 0
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.charge >= (amount * energyfactor)
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/borg/syndicate
icon_state = "ircd"
inhand_icon_state = "ircd"
energyfactor = 66
/obj/item/construction/rcd/loaded
matter = 160
/obj/item/construction/rcd/loaded/upgraded
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING
/obj/item/construction/rcd/combat
name = "industrial RCD"
icon_state = "ircd"
inhand_icon_state = "ircd"
max_matter = 500
matter = 500
canRturf = TRUE
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING
#undef CONSTRUCTION_MODE
#undef WINDOW_TYPE
#undef WINDOW_GLASS
#undef WINDOW_SIZE
#undef COMPUTER_DIR
#undef FURNISH_TYPE
#undef FURNISH_COST
#undef FURNISH_DELAY
#undef AIRLOCK_TYPE
#undef TITLE
#undef ICON
#undef CATEGORY_ICON_STATE
#undef CATEGORY_ICON_SUFFIX
#undef TITLE_ICON
/obj/item/rcd_ammo
name = "RCD matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/tools.dmi'
icon_state = "rcdammo"
w_class = WEIGHT_CLASS_TINY
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=12000, /datum/material/glass=8000)
var/ammoamt = 40
/obj/item/rcd_ammo/large
custom_materials = list(/datum/material/iron=48000, /datum/material/glass=32000)
ammoamt = 160
/obj/item/construction/rcd/combat/admin
name = "admin RCD"
max_matter = INFINITY
matter = INFINITY
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING
// Ranged RCD
/obj/item/construction/rcd/arcd
name = "advanced rapid-construction-device (ARCD)"
desc = "A prototype RCD with ranged capability and extended capacity. Reload with iron, plasteel, glass or compressed matter cartridges."
max_matter = 300
matter = 300
delay_mod = 0.6
ranged = TRUE
icon_state = "arcd"
inhand_icon_state = "oldrcd"
has_ammobar = FALSE
/obj/item/construction/rcd/arcd/afterattack(atom/A, mob/user)
. = ..()
if(range_check(A,user))
pre_attack(A, user)
return . | AFTERATTACK_PROCESSED_ITEM
/obj/item/construction/rcd/arcd/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
if(range_check(target,user))
pre_attack_secondary(target, user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/construction/rcd/arcd/handle_openspace_click(turf/target, mob/user, proximity_flag, click_parameters)
if(ranged && range_check(target, user))
mode = construction_mode
rcd_create(target, user)
/obj/item/construction/rcd/arcd/rcd_create(atom/A, mob/user)
. = ..()
if(.)
user.Beam(A,icon_state="rped_upgrade", time = 3 SECONDS)
// RAPID LIGHTING DEVICE
/obj/item/construction/rld
name = "Rapid Lighting Device (RLD)"
desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld-5"
worn_icon_state = "RPD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 200
max_matter = 200
slot_flags = ITEM_SLOT_BELT
///it does not make sense why any of these should be installed
banned_upgrades = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING
var/matter_divisor = 35
var/mode = LIGHT_MODE
var/wallcost = 10
var/floorcost = 15
var/launchcost = 5
var/deconcost = 10
var/walldelay = 10
var/floordelay = 10
var/decondelay = 15
///reference to thr original icons
var/list/original_options = list(
"Color Pick" = icon(icon = 'icons/hud/radial.dmi', icon_state = "omni"),
"Glow Stick" = icon(icon = 'icons/obj/lighting.dmi', icon_state = "glowstick"),
"Deconstruct" = icon(icon = 'icons/obj/tools.dmi', icon_state = "wrench"),
"Light Fixture" = icon(icon = 'icons/obj/lighting.dmi', icon_state = "ltube"),
)
///will contain the original icons modified with the color choice
var/list/display_options = list()
var/color_choice = null
/obj/item/construction/rld/Initialize(mapload)
. = ..()
for(var/option in original_options)
display_options[option] = icon(original_options[option])
/obj/item/construction/rld/attack_self(mob/user)
. = ..()
if((upgrade & RCD_UPGRADE_SILO_LINK) && display_options["Silo Link"] == null) //silo upgrade instaled but option was not updated then update it just one
display_options["Silo Link"] = icon(icon = 'icons/obj/mining.dmi', icon_state = "silo")
var/choice = show_radial_menu(user, src, display_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
if(!choice)
return
switch(choice)
if("Light Fixture")
mode = LIGHT_MODE
to_chat(user, span_notice("You change RLD's mode to 'Permanent Light Construction'."))
if("Glow Stick")
mode = GLOW_MODE
to_chat(user, span_notice("You change RLD's mode to 'Light Launcher'."))
if("Color Pick")
var/new_choice = input(user,"","Choose Color",color_choice) as color
if(new_choice == null)
return
var/list/new_rgb = ReadRGB(new_choice)
for(var/option in original_options)
if(option == "Color Pick" || option == "Deconstruct" || option == "Silo Link")
continue
var/icon/icon = icon(original_options[option])
icon.SetIntensity(new_rgb[1]/255, new_rgb[2]/255, new_rgb[3]/255) //apply new scale
display_options[option] = icon
color_choice = new_choice
if("Deconstruct")
mode = REMOVE_MODE
to_chat(user, span_notice("You change RLD's mode to 'Deconstruct'."))
else
ui_act("toggle_silo", list())
/obj/item/construction/rld/proc/checkdupes(target)
. = list()
var/turf/checking = get_turf(target)
for(var/obj/machinery/light/dupe in checking)
if(istype(dupe, /obj/machinery/light))
. |= dupe
/obj/item/construction/rld/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
var/turf/start = get_turf(src)
switch(mode)
if(REMOVE_MODE)
if(istype(A, /obj/machinery/light/))
if(checkResource(deconcost, user))
to_chat(user, span_notice("You start deconstructing [A]..."))
user.Beam(A,icon_state="light_beam", time = 15)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
if(do_after(user, decondelay, target = A))
if(!useResource(deconcost, user))
return FALSE
activate()
qdel(A)
return TRUE
return FALSE
if(LIGHT_MODE)
if(iswallturf(A))
var/turf/closed/wall/W = A
if(checkResource(floorcost, user))
to_chat(user, span_notice("You start building a wall light..."))
user.Beam(A,icon_state="light_beam", time = 15)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
playsound(loc, 'sound/effects/light_flicker.ogg', 50, FALSE)
if(do_after(user, floordelay, target = A))
if(!istype(W))
return FALSE
var/list/candidates = list()
var/turf/open/winner = null
var/winning_dist = null
for(var/direction in GLOB.cardinals)
var/turf/C = get_step(W, direction)
var/list/dupes = checkdupes(C)
if((isspaceturf(C) || TURF_SHARES(C)) && !dupes.len)
candidates += C
if(!candidates.len)
to_chat(user, span_warning("Valid target not found..."))
playsound(loc, 'sound/misc/compiler-failure.ogg', 30, TRUE)
return FALSE
for(var/turf/open/O in candidates)
if(istype(O))
var/x0 = O.x
var/y0 = O.y
var/contender = CHEAP_HYPOTENUSE(start.x, start.y, x0, y0)
if(!winner)
winner = O
winning_dist = contender
else
if(contender < winning_dist) // lower is better
winner = O
winning_dist = contender
activate()
if(!useResource(wallcost, user))
return FALSE
var/light = get_turf(winner)
var/align = get_dir(winner, A)
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.setDir(align)
L.color = color_choice
L.set_light_color(L.color)
return TRUE
return FALSE
if(isfloorturf(A))
var/turf/open/floor/F = A
if(checkResource(floorcost, user))
to_chat(user, span_notice("You start building a floor light..."))
user.Beam(A,icon_state="light_beam", time = 15)
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
playsound(loc, 'sound/effects/light_flicker.ogg', 50, TRUE)
if(do_after(user, floordelay, target = A))
if(!istype(F))
return FALSE
if(!useResource(floorcost, user))
return FALSE
activate()
var/destination = get_turf(A)
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination)
FL.color = color_choice
FL.set_light_color(FL.color)
return TRUE
return FALSE
if(GLOW_MODE)
if(useResource(launchcost, user))
activate()
to_chat(user, span_notice("You fire a glowstick!"))
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.set_light_color(G.color)
G.throw_at(A, 9, 3, user)
G.on = TRUE
G.update_brightness()
return TRUE
return FALSE
/obj/item/construction/rld/mini
name = "mini-rapid-light-device (MRLD)"
desc = "A device used to rapidly provide lighting sources to an area. Reload with iron, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld-5"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 100
max_matter = 100
matter_divisor = 20
///The plumbing RCD. All the blueprints are located in _globalvars > lists > construction.dm
/obj/item/construction/plumbing
name = "Plumbing Constructor"
desc = "An expertly modified RCD outfitted to construct plumbing machinery."
icon_state = "plumberer2"
inhand_icon_state = "plumberer"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
worn_icon_state = "plumbing"
icon = 'icons/obj/tools.dmi'
slot_flags = ITEM_SLOT_BELT
///it does not make sense why any of these should be installed.
banned_upgrades = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING
matter = 200
max_matter = 200
///type of the plumbing machine
var/obj/machinery/blueprint = null
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/choices = list()
///All info for construction
var/list/machinery_data = list("cost" = list())
///This list that holds all the plumbing design types the plumberer can construct. Its purpose is to make it easy to make new plumberer subtypes with a different selection of machines.
var/list/plumbing_design_types
///Current selected layer
var/current_layer = "Default Layer"
///Current selected color, for ducts
var/current_color = "omni"
///maps layer name to layer number value. didnt make this global cause only this class needs it
var/static/list/name_to_number = list(
"First Layer" = 1,
"Second Layer" = 2,
"Default Layer" = 3,
"Fourth Layer" = 4,
"Fifth Layer" = 5,
)
/obj/item/construction/plumbing/Initialize(mapload)
. = ..()
//design types supported for this plumbing rcd
set_plumbing_designs()
//set cost of each machine & initial blueprint
for(var/obj/machinery/plumbing/plumbing_type as anything in plumbing_design_types)
machinery_data["cost"][plumbing_type] = plumbing_design_types[plumbing_type]
blueprint = plumbing_design_types[1]
/obj/item/construction/plumbing/proc/set_plumbing_designs()
plumbing_design_types = list(
//category 1 Synthesizers i.e devices which creates , reacts & destroys chemicals
/obj/machinery/plumbing/synthesizer = 15,
/obj/machinery/plumbing/reaction_chamber/chem = 15,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/growing_vat = 20,
/obj/machinery/plumbing/fermenter = 30,
/obj/machinery/plumbing/liquid_pump = 35, //extracting chemicals from ground is one way of creation
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/buffer = 10, //creates chemicals as it waits for other buffers containing other chemicals and when mixed creates new chemicals
//category 2 distributors i.e devices which inject , move around , remove chemicals from the network
/obj/machinery/duct = 1,
/obj/machinery/plumbing/layer_manifold = 5,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/sender = 20,
/obj/machinery/plumbing/output = 5,
//category 3 Storage i.e devices which stores & makes the processed chemicals ready for consumption
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
/obj/machinery/plumbing/bottler = 50,
/obj/machinery/plumbing/pill_press = 20,
/obj/machinery/iv_drip/plumbing = 20
)
/obj/item/construction/plumbing/equipped(mob/user, slot, initial)
. = ..()
if(slot & ITEM_SLOT_HANDS)
RegisterSignal(user, COMSIG_MOUSE_SCROLL_ON, PROC_REF(mouse_wheeled))
else
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
/obj/item/construction/plumbing/dropped(mob/user, silent)
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
return ..()
/obj/item/construction/plumbing/cyborg_unequip(mob/user)
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
return ..()
/obj/item/construction/plumbing/attack_self(mob/user)
. = ..()
ui_interact(user)
/obj/item/construction/plumbing/examine(mob/user)
. = ..()
. += "You can scroll your mouse wheel to change the piping layer."
. += "You can right click a fluid duct to set the Plumbing RPD to its color and layer."
/obj/item/construction/plumbing/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PlumbingService", name)
ui.open()
/obj/item/construction/plumbing/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/plumbing),
)
/obj/item/construction/plumbing/ui_static_data(mob/user)
return list("paint_colors" = GLOB.pipe_paint_colors)
///find which category this design belongs to
/obj/item/construction/plumbing/proc/get_category(obj/machinery/recipe)
if(ispath(recipe, /obj/machinery/plumbing))
var/obj/machinery/plumbing/plumbing_design = recipe
return initial(plumbing_design.category)
else if(ispath(recipe , /obj/machinery/duct))
return "Distribution"
else
return "Storage"
/obj/item/construction/plumbing/ui_data(mob/user)
var/list/data = ..()
data["piping_layer"] = name_to_number[current_layer] //maps layer name to layer number's 1,2,3,4,5
data["selected_color"] = current_color
data["layer_icon"] = "plumbing_layer[GLOB.plumbing_layers[current_layer]]"
data["selected_category"] = get_category(blueprint)
data["selected_recipe"] = initial(blueprint.name)
var/list/category_list = list()
var/category_name = ""
var/obj/machinery/recipe = null
for(var/i in 1 to plumbing_design_types.len)
recipe = plumbing_design_types[i]
category_name = get_category(recipe) //get category of design
if(!category_list[category_name])
var/list/item_list = list()
item_list["cat_name"] = category_name //used by RapidPipeDispenser.js
item_list["recipes"] = list() //used by RapidPipeDispenser.js
category_list[category_name] = item_list
//add item to category
category_list[category_name]["recipes"] += list(list(
"index" = i,
"icon" = initial(recipe.icon_state),
"name" = initial(recipe.name),
))
data["categories"] = list()
for(category_name in category_list)
data["categories"] += list(category_list[category_name])
return data
/obj/item/construction/plumbing/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("color")
var/color = params["paint_color"]
if(GLOB.pipe_paint_colors[color] != null) //validate if the color is in the allowed list of values
current_color = color
if("piping_layer")
var/bitflag = text2num(params["piping_layer"]) //convert from layer number back to layer string
bitflag = 1 << (bitflag - 1)
var/layer = GLOB.plumbing_layer_names["[bitflag]"]
if(layer != null) //validate if this value exists in the list
current_layer = layer
if("recipe")
var/design = plumbing_design_types[text2num(params["id"])]
if(design != null) //validate if design is valid
blueprint = design
playsound(src, 'sound/effects/pop.ogg', 50, vary = FALSE)
return TRUE
///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
/obj/item/construction/plumbing/proc/create_machine(atom/destination, mob/user)
if(!machinery_data || !isopenturf(destination))
return FALSE
if(!canPlace(destination))
to_chat(user, span_notice("There is something blocking you from placing a [initial(blueprint.name)] there."))
return
if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
//"cost" is relative to delay at a rate of 10 matter/second (1matter/decisecond) rather than playing with 2 different variables since everyone set it to this rate anyways.
if(do_after(user, machinery_data["cost"][blueprint], target = destination))
if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(destination))
useResource(machinery_data["cost"][blueprint], user)
activate()
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
if(ispath(blueprint, /obj/machinery/duct))
var/is_omni = current_color == DUCT_COLOR_OMNI
new blueprint(destination, FALSE, GLOB.pipe_paint_colors[current_color], GLOB.plumbing_layers[current_layer], null, is_omni)
else
new blueprint(destination, FALSE, GLOB.plumbing_layers[current_layer])
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/destination)
if(!isopenturf(destination))
return FALSE
. = TRUE
var/layer_id = GLOB.plumbing_layers[current_layer]
for(var/obj/content_obj in destination.contents)
// Let's not built ontop of dense stuff, if this is also dense.
if(initial(blueprint.density) && content_obj.density)
return FALSE
// Ducts can overlap other plumbing objects IF the layers are different
// make sure plumbling isn't overlapping.
for(var/datum/component/plumbing/plumber as anything in content_obj.GetComponents(/datum/component/plumbing))
if(plumber.ducting_layer & layer_id)
return FALSE
if(istype(content_obj, /obj/machinery/duct))
// Make sure ducts aren't overlapping.
var/obj/machinery/duct/duct_machine = content_obj
if(duct_machine.duct_layer & layer_id)
return FALSE
/obj/item/construction/plumbing/pre_attack_secondary(obj/machinery/target, mob/user, params)
if(!istype(target, /obj/machinery/duct))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
var/obj/machinery/duct/duct = target
if(duct.duct_layer && duct.duct_color)
current_color = GLOB.pipe_color_name[duct.duct_color]
current_layer = GLOB.plumbing_layer_names["[duct.duct_layer]"]
balloon_alert(user, "using [current_color], layer [current_layer]")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/construction/plumbing/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!prox_check(proximity))
return
if(istype(target, /obj/machinery/plumbing))
var/obj/machinery/machine_target = target
if(machine_target.anchored)
to_chat(user, span_warning("The [target.name] needs to be unanchored!"))
return
if(do_after(user, 20, target = target))
machine_target.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
else
create_machine(target, user)
/obj/item/construction/plumbing/AltClick(mob/user)
ui_interact(user)
/obj/item/construction/plumbing/proc/mouse_wheeled(mob/source, atom/A, delta_x, delta_y, params)
SIGNAL_HANDLER
if(source.incapacitated(IGNORE_RESTRAINTS|IGNORE_STASIS))
return
if(delta_y == 0)
return
if(delta_y < 0)
var/current_loc = GLOB.plumbing_layers.Find(current_layer) + 1
if(current_loc > GLOB.plumbing_layers.len)
current_loc = 1
current_layer = GLOB.plumbing_layers[current_loc]
else
var/current_loc = GLOB.plumbing_layers.Find(current_layer) - 1
if(current_loc < 1)
current_loc = GLOB.plumbing_layers.len
current_layer = GLOB.plumbing_layers[current_loc]
to_chat(source, span_notice("You set the layer to [current_layer]."))
/obj/item/construction/plumbing/research
name = "research plumbing constructor"
desc = "A type of plumbing constructor designed to rapidly deploy the machines needed to conduct cytological research."
icon_state = "plumberer_sci"
inhand_icon_state = "plumberer_sci"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
has_ammobar = TRUE
/obj/item/construction/plumbing/research/set_plumbing_designs()
plumbing_design_types = list(
//category 1 synthesizers
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/growing_vat = 20,
//category 2 Distributors
/obj/machinery/duct = 1,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/output = 5,
//category 3 storage
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
)
/obj/item/construction/plumbing/service
name = "service plumbing constructor"
desc = "A type of plumbing constructor designed to rapidly deploy the machines needed to make a brewery."
icon_state = "plumberer_service"
has_ammobar = TRUE
/obj/item/construction/plumbing/service/set_plumbing_designs()
plumbing_design_types = list(
//category 1 synthesizers
/obj/machinery/plumbing/synthesizer/soda = 15,
/obj/machinery/plumbing/synthesizer/beer = 15,
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/buffer = 10,
/obj/machinery/plumbing/fermenter = 30,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/disposer = 10,
//category 2 distributors
/obj/machinery/duct = 1,
/obj/machinery/plumbing/layer_manifold = 5,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/output/tap = 5,
/obj/machinery/plumbing/sender = 20,
//category 3 storage
/obj/machinery/plumbing/bottler = 50,
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
)
/obj/item/rcd_upgrade
name = "RCD advanced design disk"
desc = "It seems to be empty."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
var/upgrade
/obj/item/rcd_upgrade/frames
desc = "It contains the design for machine frames and computer frames."
upgrade = RCD_UPGRADE_FRAMES
/obj/item/rcd_upgrade/simple_circuits
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
/obj/item/rcd_upgrade/silo_link
desc = "It contains direct silo connection RCD upgrade."
upgrade = RCD_UPGRADE_SILO_LINK
/obj/item/rcd_upgrade/furnishing
desc = "It contains the design for chairs, stools, tables, and glass tables."
upgrade = RCD_UPGRADE_FURNISHING
/datum/action/item_action/rcd_scan
name = "Destruction Scan"
desc = "Scans the surrounding area for destruction. Scanned structures will rebuild significantly faster."
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE