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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
130 lines
5.7 KiB
Plaintext
130 lines
5.7 KiB
Plaintext
/**
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* Camera console used to control a base building drone
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*
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* Using this console will put the user in control of a [base building drone][/mob/eye/camera/remote/base_construction].
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* The drone will appear somewhere within the allowed_area var, or if no area is specified, at the location of the console.area
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* Upon interacting, the user will be granted a set of base building actions that will generally be carried out at the drone's location.
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* To create a new base builder system, this class should be the only thing that needs to be subtyped.
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*
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*/
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/obj/machinery/computer/camera_advanced/base_construction
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name = "generic base construction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list(CAMERANET_NETWORK_SS13)
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circuit = /obj/item/circuitboard/computer/base_construction
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off_action = /datum/action/innate/camera_off/base_construction
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jump_action = null
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icon_screen = "mining"
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icon_keyboard = "rd_key"
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light_color = LIGHT_COLOR_PINK
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///Area that the eyeobj will be constrained to. If null, eyeobj will be able to build and move anywhere.
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var/area/allowed_area
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///Assoc. list ("structure_name" : count) that keeps track of the number of special structures that can't be built with an RCD, for example, tiny fans or turrets.
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var/list/structures = list()
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///Internal RCD. Some construction actions rely on having this.
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var/obj/item/construction/rcd/internal/internal_rcd
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/obj/machinery/computer/camera_advanced/base_construction/Initialize(mapload)
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. = ..()
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//Populate the actions list with the different action objects that will be granted to console users
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populate_actions_list()
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//Map spawned consoles will automatically restock their materials
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if(mapload)
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restock_materials()
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/**
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* Fill the construction_actios list with actions
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*
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* Instantiate each action object that we'll be giving to users of
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* this console, and put it in the actions list
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/populate_actions_list()
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return
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/**
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* Reload materials used by the console
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*
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* Restocks any materials used by the base construction console.
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* This might mean refilling the internal RCD (should it be initialized), or
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* giving the structures list default values.
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/restock_materials()
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return
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///Find a spawn location for the eyeobj. If no allowed_area is defined, spawn ontop of the console.
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/obj/machinery/computer/camera_advanced/base_construction/proc/find_spawn_spot()
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if (allowed_area)
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return pick(get_area_turfs(allowed_area))
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return get_turf(src)
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/obj/machinery/computer/camera_advanced/base_construction/CreateEye()
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var/turf/spawn_spot = find_spawn_spot()
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if (!spawn_spot)
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return FALSE
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eyeobj = new /mob/eye/camera/remote/base_construction(spawn_spot, src)
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return TRUE
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/obj/machinery/computer/camera_advanced/base_construction/attackby(obj/item/W, mob/user, list/modifiers)
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//If we have an internal RCD, we can refill it by slapping the console with some materials
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if(internal_rcd && (istype(W, /obj/item/rcd_ammo) || istype(W, /obj/item/stack/sheet)))
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internal_rcd.attackby(W, user, modifiers)
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else
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return ..()
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/obj/machinery/computer/camera_advanced/base_construction/Destroy()
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qdel(internal_rcd)
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return ..()
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///Go through every action object in the construction_action list (which should be fully initialized by now) and grant it to the user.
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/obj/machinery/computer/camera_advanced/base_construction/GrantActions(mob/living/user)
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..()
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//When the eye is in use, make it visible to players so they know when someone is building.
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eyeobj.SetInvisibility(INVISIBILITY_NONE, id=type)
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/obj/machinery/computer/camera_advanced/base_construction/remove_eye_control(mob/living/user)
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..()
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//Set back to default invisibility when not in use.
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eyeobj.RemoveInvisibility(type)
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/**
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* A mob used by [/obj/machinery/computer/camera_advanced/base_construction] for building in specific areas.
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*
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* Controlled by a user who is using a base construction console.
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* The user will be granted a set of building actions by the console, and the actions will be carried out by this mob.
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* The mob is constrained to a given area defined by the base construction console.
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*
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*/
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/mob/eye/camera/remote/base_construction
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name = "construction holo-drone"
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//Allows any curious crew to watch the base after it leaves. (This is safe as the base cannot be modified once it leaves)
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move_on_shuttle = TRUE
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icon = 'icons/obj/mining.dmi'
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icon_state = "construction_drone"
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invisibility = INVISIBILITY_MAXIMUM
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///Reference to the camera console controlling this drone
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var/obj/machinery/computer/camera_advanced/base_construction/linked_console
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/mob/eye/camera/remote/base_construction/Initialize(mapload, obj/machinery/computer/camera_advanced/console_link)
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linked_console = console_link
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if(!linked_console)
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stack_trace("A base consturuction drone was created with no linked console")
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return INITIALIZE_HINT_QDEL
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return ..()
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/mob/eye/camera/remote/base_construction/setLoc(turf/destination, force_update = FALSE)
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var/area/curr_area = get_area(destination)
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//Only move if we're in the allowed area. If no allowed area is defined, then we're free to move wherever.
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if(!linked_console.allowed_area || istype(curr_area, linked_console.allowed_area))
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return ..()
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/mob/eye/camera/remote/base_construction/relaymove(mob/living/user, direction)
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//This camera eye is visible, and as such needs to keep its dir updated
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dir = direction
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return ..()
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///[Base console's][/obj/machinery/computer/camera_advanced/base_construction] internal RCD. Has a large material capacity and a fast buildspeed.
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/obj/item/construction/rcd/internal
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name = "internal RCD"
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max_matter = 600
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delay_mod = 0.5
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