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## About The Pull Request Hooked the switch sound on `ui_act`: - RCD - RPD - Plumbing constructor Added pickup and drop sounds for: - RCD - RPD RPD also does the click sound when placing things. https://github.com/user-attachments/assets/e6c2cb76-6a0a-4db9-9c25-961d41b84516 ## Why It's Good For The Game Immersion. ## Changelog 🆑 grungussuss sound: added new sounds for RCD, RPD and Plumbing Constructor. /🆑
621 lines
23 KiB
Plaintext
621 lines
23 KiB
Plaintext
/// Multiplier applied on construction & deconstruction time when building multiple structures
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#define FREQUENT_USE_DEBUFF_MULTIPLIER 3
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//RAPID CONSTRUCTION DEVICE
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/obj/item/construction/rcd
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name = "rapid-construction-device (RCD)"
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icon = 'icons/obj/tools.dmi'
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icon_state = "rcd"
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worn_icon_state = "RCD"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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custom_premium_price = PAYCHECK_COMMAND * 2
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max_matter = 160
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slot_flags = ITEM_SLOT_BELT
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item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
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has_ammobar = TRUE
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actions_types = list(/datum/action/item_action/rcd_scan)
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drop_sound = 'sound/items/handling/rcd_drop.ogg'
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pickup_sound = 'sound/items/handling/rcd_pickup.ogg'
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sound_vary = TRUE
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/// main category of currently selected design[Structures, Airlocks, Airlock Access]
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var/root_category
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/// category of currently selected design
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var/design_category
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/// name of currently selected design
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var/design_title
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/// type of structure being built, used to decide what variables are used to build what structure
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var/mode
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/// temporary holder of mode, used to restore mode original value after rcd deconstruction act
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var/construction_mode
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/// The path of the structure the rcd is currently creating
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var/atom/movable/rcd_design_path
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///our currently selected direction
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var/selected_direction
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/// Owner of this rcd. It can either be a construction console, player, or mech.
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var/atom/owner
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/// used by arcd, can this rcd work from a range
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var/ranged = FALSE
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/// delay multiplier for all construction types
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var/delay_mod = 1
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/// variable for R walls to deconstruct them
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var/canRturf = FALSE
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/// integrated airlock electronics for setting access to a newly built airlocks
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var/obj/item/electronics/airlock/airlock_electronics
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COOLDOWN_DECLARE(destructive_scan_cooldown)
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///number of active rcd effects in use e.g. when building multiple walls at once this value increases
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var/current_active_effects = 0
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/obj/effect/rcd_hologram
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name = "hologram"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/rcd_hologram/Initialize(mapload)
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. = ..()
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QDEL_IN(src, RCD_HOLOGRAM_FADE_TIME)
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/obj/item/construction/rcd/Initialize(mapload)
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. = ..()
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airlock_electronics = new(src)
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airlock_electronics.name = "Access Control"
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airlock_electronics.holder = src
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root_category = GLOB.rcd_designs[1]
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design_category = GLOB.rcd_designs[root_category][1]
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var/list/design = GLOB.rcd_designs[root_category][design_category][1]
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rcd_design_path = design["[RCD_DESIGN_PATH]"]
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design_title = RCD_SPRITESHEET_PATH_KEY(rcd_design_path)
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mode = design["[RCD_DESIGN_MODE]"]
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construction_mode = mode
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GLOB.rcd_list += src
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AddElement(/datum/element/openspace_item_click_handler)
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/obj/item/construction/rcd/Destroy()
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QDEL_NULL(airlock_electronics)
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GLOB.rcd_list -= src
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. = ..()
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/obj/item/construction/rcd/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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playsound(src, SFX_TOOL_SWITCH, 20, TRUE)
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/obj/item/construction/rcd/ui_action_click(mob/user, actiontype)
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if (!COOLDOWN_FINISHED(src, destructive_scan_cooldown))
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to_chat(user, span_warning("[src] lets out a low buzz."))
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return
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COOLDOWN_START(src, destructive_scan_cooldown, RCD_DESTRUCTIVE_SCAN_COOLDOWN)
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rcd_scan(src)
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/obj/item/construction/rcd/suicide_act(mob/living/user)
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var/turf/T = get_turf(user)
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if(!isopenturf(T)) // Oh fuck
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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!"))
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return BRUTELOSS
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mode = RCD_TURF
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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!"))
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if(checkResource(16, user)) // It takes 16 resources to construct a wall
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var/success = T.rcd_act(user, src, list(RCD_DESIGN_MODE = RCD_TURF, RCD_DESIGN_PATH = /turf/open/floor/plating/rcd, RCD_BUILD_DIRECTION = selected_direction))
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T = get_turf(user)
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// If the RCD placed a floor instead of a wall, having a wall without plating under it is cursed
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// 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
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if(success && isopenturf(T))
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T.rcd_act(user, src, list(RCD_DESIGN_MODE = RCD_TURF, RCD_DESIGN_PATH = /turf/open/floor/plating/rcd))
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useResource(16, user)
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activate()
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playsound(get_turf(user), SFX_TOOL_SWITCH, 20, TRUE)
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user.gib(DROP_ALL_REMAINS)
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return MANUAL_SUICIDE
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user.visible_message(span_suicide("[user] pulls the trigger... But there is not enough ammo!"))
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return SHAME
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/**
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* checks if we can build the structure
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* Arguments
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*
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* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
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* * rcd_results- list of params specifically the build type of our structure
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* * [mob][user]- the user
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*/
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/obj/item/construction/rcd/proc/can_place(atom/target, list/rcd_results, mob/user)
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var/rcd_mode = rcd_results[RCD_DESIGN_MODE]
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var/atom/movable/rcd_structure = rcd_results[RCD_DESIGN_PATH]
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/**
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*For anything that does not go an a wall we have to make sure that turf is clear for us to put the structure on it
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*If we are just trying to destory something then this check is not nessassary
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*RCD_WALLFRAME is also returned as the rcd_mode when upgrading apc, airalarm, firealarm using simple circuits upgrade
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*/
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if(rcd_mode != RCD_WALLFRAME && rcd_mode != RCD_DECONSTRUCT)
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var/turf/target_turf = get_turf(target)
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//if we are trying to build a window we check for specific edge cases
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if(rcd_mode == RCD_WINDOWGRILLE)
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var/obj/structure/window/window_type = rcd_structure
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var/is_full_tile = initial(window_type.fulltile)
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var/list/structures_to_ignore
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if(istype(target, /obj/structure/window_frame))
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if(is_full_tile) //if we are trying to build full-tile windows we ignore the grille
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structures_to_ignore = list(/obj/structure/window_frame)
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else //when building directional windows we ignore the grill and other directional windows
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structures_to_ignore = list(/obj/structure/window_frame, /obj/structure/window)
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else //for directional windows we ignore other directional windows as they can be in diffrent directions on the turf.
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structures_to_ignore = list(/obj/structure/window)
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//check if we can build our window on the grill
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if(target_turf.is_blocked_turf(exclude_mobs = !is_full_tile, source_atom = null, ignore_atoms = structures_to_ignore, type_list = TRUE))
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playsound(get_turf(user), SFX_TOOL_SWITCH, 20, TRUE)
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balloon_alert(user, "something is blocking the turf")
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return FALSE
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/**
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* if we are trying to create plating on turf which is not a proper floor then dont check for objects on top of the turf just allow that turf to be converted into plating. e.g. create plating beneath a player or underneath a machine frame/any dense object
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* if we are trying to finish a wall girder then let it finish then make sure no one/nothing is stuck in the girder
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*/
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else if(rcd_mode == RCD_TURF && rcd_structure == /turf/open/floor/plating/rcd && (!istype(target_turf, /turf/open/floor) || istype(target, /obj/structure/girder)))
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//if a player builds a wallgirder on top of himself manually with iron sheets he can't finish the wall if he is still on the girder. Exclude the girder itself when checking for other dense objects on the turf
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if(istype(target, /obj/structure/girder) && target_turf.is_blocked_turf(exclude_mobs = FALSE, source_atom = null, ignore_atoms = list(target)))
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playsound(get_turf(user), SFX_TOOL_SWITCH, 20, TRUE)
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balloon_alert(user, "something is on the girder!")
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return FALSE
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//check if turf is blocked in for dense structures
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else
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//structures which are small enough to fit on turfs containing directional windows.
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var/static/list/small_structures = list(
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/obj/machinery/door,
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/obj/structure/frame/computer/rcd,
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/obj/structure/floodlight_frame/completed,
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/obj/structure/chair,
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/obj/structure/table,
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/obj/structure/rack,
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/obj/structure/bed,
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/obj/structure/frame/machine/secured,
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/obj/structure/reflector,
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)
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//edge cases for what we can/can't ignore
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var/ignore_mobs = FALSE
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var/list/ignored_types
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if(rcd_mode == RCD_WINDOWGRILLE || is_path_in_list(rcd_structure, small_structures))
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ignored_types = list(/obj/structure/window)
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//if we are trying to create grills/windoors we can go ahead and further ignore other windoors on the turf
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if(rcd_mode == RCD_WINDOWGRILLE || (rcd_mode == RCD_AIRLOCK && ispath(rcd_structure, /obj/machinery/door/window)))
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//only ignore mobs if we are trying to create windoors and not grills. We dont want to drop a grill on top of somebody
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ignore_mobs = rcd_mode == RCD_AIRLOCK
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ignored_types += /obj/machinery/door/window
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//if we are trying to create full airlock doors then we do the regular checks and make sure we have the full space for them. i.e. dont ignore anything dense on the turf
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else if(rcd_mode == RCD_AIRLOCK)
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ignored_types = list()
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//check if the structure can fit on this turf
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if(target_turf.is_blocked_turf(exclude_mobs = ignore_mobs, source_atom = null, ignore_atoms = ignored_types, type_list = TRUE))
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playsound(get_turf(user), SFX_TOOL_SWITCH, 20, TRUE)
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balloon_alert(user, "something is on the tile!")
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return FALSE
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return TRUE
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/**
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* actual proc to create the structure
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*
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* Arguments
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* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
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* * [mob][user]- the user building this structure
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*/
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/obj/item/construction/rcd/proc/rcd_create(atom/target, mob/user)
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//straight up cant touch this
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if(mode == RCD_DECONSTRUCT && (target.resistance_flags & INDESTRUCTIBLE))
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balloon_alert(user, "too durable!")
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return
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//does this atom allow for rcd actions?
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var/list/rcd_results = target.rcd_vals(user, src)
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if(!rcd_results)
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return FALSE
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rcd_results[RCD_DESIGN_MODE] = mode
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rcd_results[RCD_DESIGN_PATH] = rcd_design_path
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rcd_results[RCD_BUILD_DIRECTION] = selected_direction
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var/delay = rcd_results["delay"] * delay_mod
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if (
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!(upgrade & RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN) \
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&& !rcd_results[RCD_RESULT_BYPASS_FREQUENT_USE_COOLDOWN] \
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&& current_active_effects > 0
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)
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delay *= FREQUENT_USE_DEBUFF_MULTIPLIER
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current_active_effects += 1
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var/target_name = target.name //Store this information before it gets mutated by the rcd.
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var/target_path = target.type
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var/atom/design_path = rcd_results[RCD_DESIGN_PATH]
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var/location = AREACOORD(target)
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if(_rcd_create_effect(target, user, delay, rcd_results))
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log_tool("[key_name(user)] used [src] to [rcd_results[RCD_DESIGN_MODE] != RCD_DECONSTRUCT ? "construct [initial(design_path.name)]([design_path])" : "deconstruct [target_name]([target_path])"] at [location]")
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current_active_effects -= 1
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/**
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* Internal proc which creates the rcd effects & creates the structure
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*
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* Arguments
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* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
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* * [mob][user]- the user trying to build the structure
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* * delay- the delay with the disk upgrades applied
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* * rcd_results- list of params which contains the cost & build mode to create the structure
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*/
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/obj/item/construction/rcd/proc/_rcd_create_effect(atom/target, mob/user, delay, list/rcd_results)
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var/obj/effect/constructing_effect/rcd_effect = new(get_turf(target), delay, rcd_results[RCD_DESIGN_MODE], upgrade)
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//resource & structure placement sanity checks before & after delay along with beam effects
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if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
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qdel(rcd_effect)
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return FALSE
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var/beam
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if(ranged)
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var/atom/beam_source = owner ? owner : user
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beam = beam_source.Beam(target, icon_state = "rped_upgrade", time = delay)
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if(!build_delay(user, delay, target = target)) // no need for do_after with no delay
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qdel(rcd_effect)
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if(!isnull(beam))
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qdel(beam)
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return FALSE
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if (QDELETED(rcd_effect))
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return FALSE
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if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
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qdel(rcd_effect)
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return FALSE
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if(!useResource(rcd_results["cost"], user))
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qdel(rcd_effect)
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return FALSE
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activate()
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if(!target.rcd_act(user, src, rcd_results))
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qdel(rcd_effect)
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return FALSE
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playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
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rcd_effect.end_animation()
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return TRUE
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/obj/item/construction/rcd/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/rcd),
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)
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/obj/item/construction/rcd/ui_host(mob/user)
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return owner || ..()
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/obj/item/construction/rcd/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "RapidConstructionDevice", name)
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ui.open()
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/obj/item/construction/rcd/ui_static_data(mob/user)
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var/list/data = ..()
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var/list/electronics_data = airlock_electronics.ui_static_data(user)
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for(var/key in electronics_data)
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data[key] = electronics_data[key]
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data["root_categories"] = list()
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for(var/category in GLOB.rcd_designs)
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data["root_categories"] += category
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data["selected_root"] = root_category
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var/datum/asset/spritesheet/rcd/rcd_sheet = get_asset_datum(/datum/asset/spritesheet/rcd)
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data["categories"] = list()
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for(var/sub_category as anything in GLOB.rcd_designs[root_category])
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var/list/target_category = GLOB.rcd_designs[root_category][sub_category]
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if(!length(target_category))
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continue
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//skip category if upgrades were not installed for these
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if(sub_category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
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continue
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if(sub_category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
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continue
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var/list/designs = list() //initialize all designs under this category
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for(var/list/design as anything in target_category)
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var/atom/movable/design_path = design[RCD_DESIGN_PATH]
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var/design_name = RCD_SPRITESHEET_PATH_KEY(design_path)
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var/icon_id = rcd_sheet.icon_size_id(sanitize_css_class_name(design_name))
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designs += list(list("title" = design_name, "icon" = sanitize_css_class_name(design_name), "icon_id" = icon_id))
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data["categories"] += list(list("cat_name" = sub_category, "designs" = designs))
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return data
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/obj/item/construction/rcd/ui_data(mob/user)
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var/list/data = ..()
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//main categories
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data["selected_category"] = design_category
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data["selected_design"] = design_title
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data["selected_direction"] = dir2text(selected_direction)
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//merge airlock_electronics ui data with this
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var/list/airlock_data = airlock_electronics.ui_data(user)
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for(var/key in airlock_data)
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data[key] = airlock_data[key]
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return data
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/obj/item/construction/rcd/handle_ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
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switch(action)
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if("root_category")
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var/new_root = params["root_category"]
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if(GLOB.rcd_designs[new_root] != null) //is a valid category
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root_category = new_root
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update_static_data_for_all_viewers()
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if("select_direction")
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var/new_dir = text2dir(params["selected_direction"])
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selected_direction = (isnull(new_dir) || new_dir == selected_direction || !(new_dir in GLOB.cardinals)) ? null : new_dir
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return TRUE
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if("design")
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//read and validate params from UI
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var/category_name = params["category"]
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var/index = params["index"]
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var/list/root = GLOB.rcd_designs[root_category]
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if(root == null) //not a valid root
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return TRUE
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var/list/category = root[category_name]
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if(category == null) //not a valid category
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return TRUE
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/**
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* The advantage of organizing designs into categories is that
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* You can ignore an complete category if the design disk upgrade for that category isn't installed.
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*/
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//You can't select designs from the Machines category if you dont have the frames upgrade installed.
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if(category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
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return TRUE
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//You can't select designs from the Furniture category if you dont have the furnishing upgrade installed.
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if(category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
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return TRUE
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//use UI params to set variables
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var/list/design = category[index]
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if(design == null) //not a valid design
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return TRUE
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design_category = category_name
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mode = design[RCD_DESIGN_MODE]
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construction_mode = mode
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rcd_design_path = design[RCD_DESIGN_PATH]
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design_title = RCD_SPRITESHEET_PATH_KEY(rcd_design_path)
|
|
blueprint_changed = TRUE
|
|
|
|
else
|
|
airlock_electronics.do_action(action, params)
|
|
|
|
return TRUE
|
|
|
|
/obj/item/construction/rcd/attack_self(mob/user)
|
|
. = ..()
|
|
ui_interact(user)
|
|
|
|
/obj/item/construction/rcd/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(. & ITEM_INTERACT_ANY_BLOCKER)
|
|
return .
|
|
|
|
mode = construction_mode
|
|
rcd_create(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/construction/rcd/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(!ranged || !range_check(interacting_with, user))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
mode = construction_mode
|
|
rcd_create(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/construction/rcd/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
|
|
mode = RCD_DECONSTRUCT
|
|
rcd_create(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/construction/rcd/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(!ranged || !range_check(interacting_with, user))
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
mode = RCD_DECONSTRUCT
|
|
rcd_create(interacting_with, user)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/construction/rcd/handle_openspace_click(turf/target, mob/user, list/modifiers)
|
|
interact_with_atom(target, user, modifiers)
|
|
|
|
/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)), 5 SECONDS)
|
|
|
|
/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/borg
|
|
desc = "A device used to rapidly build walls and floors."
|
|
banned_upgrades = RCD_UPGRADE_SILO_LINK
|
|
/// enery usage
|
|
var/energyfactor = 0.072 * STANDARD_CELL_CHARGE
|
|
|
|
/obj/item/construction/rcd/borg/get_matter(mob/user)
|
|
if(!iscyborg(user))
|
|
return 0
|
|
var/mob/living/silicon/robot/borgy = user
|
|
if(!borgy.cell)
|
|
return 0
|
|
max_matter = borgy.cell.maxcharge
|
|
return borgy.cell.charge
|
|
|
|
/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)
|
|
balloon_alert(user, "no cell found!")
|
|
return 0
|
|
. = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs
|
|
if(!. && user)
|
|
balloon_alert(user, "insufficient charge!")
|
|
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)
|
|
balloon_alert(user, "no cell found!")
|
|
return 0
|
|
. = borgy.cell.charge >= (amount * energyfactor)
|
|
if(!. && user)
|
|
balloon_alert(user, "insufficient charge!")
|
|
return .
|
|
|
|
/obj/item/construction/rcd/borg/syndicate
|
|
name = "syndicate RCD"
|
|
desc = "A reverse-engineered RCD with black market upgrades that allow this device to deconstruct reinforced walls. Property of Donk Co."
|
|
icon_state = "ircd"
|
|
inhand_icon_state = "ircd"
|
|
energyfactor = 0.066 * STANDARD_CELL_CHARGE
|
|
canRturf = TRUE
|
|
|
|
/obj/item/construction/rcd/loaded
|
|
matter = 160
|
|
|
|
/obj/item/construction/rcd/loaded/upgraded
|
|
upgrade = RCD_ALL_UPGRADES
|
|
|
|
/obj/item/construction/rcd/ce
|
|
name = "professional RCD"
|
|
desc = "A higher-end model of the rapid construction device, prefitted with improved cooling and disruption prevention. Provided to the chief engineer."
|
|
upgrade = RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
|
|
matter = 160
|
|
color = list(
|
|
0.3, 0.3, 0.7, 0.0,
|
|
1.0, 1.0, 0.2, 0.0,
|
|
-0.2, 0.0, 1.0, 0.0,
|
|
0.0, 0.0, 0.0, 1.0,
|
|
0.0, 0.0, 0.0, 0.0,
|
|
)
|
|
|
|
/obj/item/construction/rcd/combat
|
|
name = "industrial RCD"
|
|
icon_state = "ircd"
|
|
inhand_icon_state = "ircd"
|
|
max_matter = 500
|
|
matter = 500
|
|
canRturf = TRUE
|
|
upgrade = RCD_ALL_UPGRADES
|
|
|
|
/obj/item/construction/rcd/combat/admin
|
|
name = "admin RCD"
|
|
max_matter = INFINITY
|
|
matter = INFINITY
|
|
upgrade = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
|
|
delay_mod = 0.1
|
|
|
|
// Ranged RCD
|
|
/obj/item/construction/rcd/arcd
|
|
name = "advanced rapid-construction-device (ARCD)"
|
|
desc = "A prototype RCD with ranged capability and infinite capacity."
|
|
max_matter = INFINITY
|
|
matter = INFINITY
|
|
canRturf = TRUE
|
|
delay_mod = 0.6
|
|
ranged = TRUE
|
|
icon_state = "arcd"
|
|
inhand_icon_state = "oldrcd"
|
|
has_ammobar = FALSE
|
|
upgrade = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
|
|
|
|
///How much charge is used up for each matter unit.
|
|
#define MASS_TO_ENERGY (0.016 * STANDARD_CELL_CHARGE)
|
|
|
|
/obj/item/construction/rcd/exosuit
|
|
name = "mounted RCD"
|
|
desc = "An exosuit-mounted Rapid Construction Device."
|
|
max_matter = INFINITY // mass-energy equivalence go brrrrrr
|
|
canRturf = TRUE
|
|
ranged = TRUE
|
|
has_ammobar = FALSE
|
|
resistance_flags = FIRE_PROOF | INDESTRUCTIBLE // should NOT be destroyed unless the equipment is destroyed
|
|
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON | DROPDEL // already qdeleted in the equipment's Destroy() but you can never be too sure
|
|
delay_mod = 0.5
|
|
|
|
/obj/item/construction/rcd/exosuit/ui_status(mob/user, datum/ui_state/state)
|
|
if(ismecha(owner))
|
|
return owner.ui_status(user)
|
|
return UI_CLOSE
|
|
|
|
/obj/item/construction/rcd/exosuit/get_matter(mob/user)
|
|
if(silo_link)
|
|
return ..()
|
|
if(!ismecha(owner))
|
|
return 0
|
|
var/obj/vehicle/sealed/mecha/gundam = owner
|
|
return round(gundam.get_charge() / MASS_TO_ENERGY)
|
|
|
|
/obj/item/construction/rcd/exosuit/useResource(amount, mob/user)
|
|
if(silo_link)
|
|
return ..()
|
|
if(!ismecha(owner))
|
|
return 0
|
|
var/obj/vehicle/sealed/mecha/gundam = owner
|
|
if(!gundam.use_energy(amount * MASS_TO_ENERGY))
|
|
gundam.balloon_alert(user, "insufficient charge!")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/construction/rcd/exosuit/checkResource(amount, mob/user)
|
|
if(silo_link)
|
|
return ..()
|
|
if(!ismecha(owner))
|
|
return 0
|
|
var/obj/vehicle/sealed/mecha/gundam = owner
|
|
if(!gundam.has_charge(amount * MASS_TO_ENERGY))
|
|
gundam.balloon_alert(user, "insufficient charge!")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
#undef MASS_TO_ENERGY
|
|
|
|
#undef FREQUENT_USE_DEBUFF_MULTIPLIER
|
|
|
|
/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=SHEET_MATERIAL_AMOUNT *6, /datum/material/glass=SHEET_MATERIAL_AMOUNT*4)
|
|
var/ammoamt = 40
|
|
|
|
/obj/item/rcd_ammo/large
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*24, /datum/material/glass=SHEET_MATERIAL_AMOUNT*16)
|
|
ammoamt = 160
|