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Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.)  `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  **Before**  **After**  🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑
646 lines
24 KiB
Plaintext
646 lines
24 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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action_slots = ALL
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drop_sound = 'sound/items/handling/tools/rcd_drop.ogg'
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pickup_sound = 'sound/items/handling/tools/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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/// 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 = initial(rcd_design_path.name)
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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/examine(mob/user)
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. = ..()
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if(construction_upgrades)
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. += "It has the following upgrades installed:"
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if(construction_upgrades & RCD_UPGRADE_FRAMES)
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. += /obj/item/rcd_upgrade/frames::name
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if(construction_upgrades & RCD_UPGRADE_SIMPLE_CIRCUITS)
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. += /obj/item/rcd_upgrade/simple_circuits::name
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if(construction_upgrades & RCD_UPGRADE_SILO_LINK)
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. += /obj/item/rcd_upgrade/silo_link::name
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if(construction_upgrades & RCD_UPGRADE_FURNISHING)
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. += /obj/item/rcd_upgrade/furnishing::name
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if(construction_upgrades & RCD_UPGRADE_ANTI_INTERRUPT)
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. += /obj/item/rcd_upgrade/anti_interrupt::name
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if(construction_upgrades & RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN)
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. += /obj/item/rcd_upgrade/cooling::name
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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_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))
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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 destroy something then this check is not necessary
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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/grille))
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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/grille)
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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/grille, /obj/structure/window)
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else //for directional windows we ignore other directional windows as they can be in different 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 don't 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 don't 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. don't 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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/obj/item/construction/rcd/build_delay(mob/user, delay, atom/target)
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//unaffected by ui changes
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if(mode == RCD_DECONSTRUCT)
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if(delay <= 0)
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return TRUE
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return do_after(user, delay, target)
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//checks for ui changes
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return ..()
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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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var/list/rcd_results = target.rcd_vals(user, src) // does this atom allow for rcd actions?
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if(!rcd_results) // nope
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return NONE
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//straight up can't 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 ITEM_INTERACT_BLOCKING
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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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var/delay = rcd_results["delay"] * delay_mod
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if (
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!(construction_upgrades & 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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return ITEM_INTERACT_SUCCESS
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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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PRIVATE_PROC(TRUE)
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var/obj/effect/constructing_effect/rcd_effect = new(get_turf(target), delay, rcd_results["[RCD_DESIGN_MODE]"], construction_upgrades)
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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_batched/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()
|
|
|
|
/obj/item/construction/rcd/ui_static_data(mob/user)
|
|
var/list/data = ..()
|
|
|
|
var/list/electronics_data = airlock_electronics.ui_static_data(user)
|
|
for(var/key in electronics_data)
|
|
data[key] = electronics_data[key]
|
|
|
|
data["root_categories"] = list()
|
|
for(var/category in GLOB.rcd_designs)
|
|
data["root_categories"] += category
|
|
data["selected_root"] = root_category
|
|
|
|
data["categories"] = list()
|
|
for(var/sub_category as anything in GLOB.rcd_designs[root_category])
|
|
var/list/target_category = GLOB.rcd_designs[root_category][sub_category]
|
|
if(!length(target_category))
|
|
continue
|
|
|
|
//skip category if upgrades were not installed for these
|
|
if(sub_category == "Machines" && !(construction_upgrades & RCD_UPGRADE_FRAMES))
|
|
continue
|
|
if(sub_category == "Furniture" && !(construction_upgrades & RCD_UPGRADE_FURNISHING))
|
|
continue
|
|
|
|
var/list/designs = list() //initialize all designs under this category
|
|
for(var/list/design as anything in target_category)
|
|
var/atom/movable/design_path = design[RCD_DESIGN_PATH]
|
|
|
|
var/design_name = initial(design_path.name)
|
|
|
|
designs += list(list("title" = design_name, "icon" = sanitize_css_class_name(design_name)))
|
|
data["categories"] += list(list("cat_name" = sub_category, "designs" = designs))
|
|
|
|
return data
|
|
|
|
/obj/item/construction/rcd/ui_data(mob/user)
|
|
var/list/data = ..()
|
|
|
|
//main categories
|
|
data["selected_category"] = design_category
|
|
data["selected_design"] = design_title
|
|
|
|
//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/handle_ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
|
|
playsound(src, SFX_TOOL_SWITCH, 20, TRUE)
|
|
|
|
switch(action)
|
|
if("root_category")
|
|
var/new_root = params["root_category"]
|
|
if(GLOB.rcd_designs[new_root] != null) //is a valid category
|
|
root_category = new_root
|
|
update_static_data_for_all_viewers()
|
|
|
|
if("design")
|
|
//read and validate params from UI
|
|
var/category_name = params["category"]
|
|
var/index = params["index"]
|
|
var/list/root = GLOB.rcd_designs[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 don't have the frames upgrade installed.
|
|
if(category == "Machines" && !(construction_upgrades & RCD_UPGRADE_FRAMES))
|
|
return TRUE
|
|
//You can't select designs from the Furniture category if you don't have the furnishing upgrade installed.
|
|
if(category == "Furniture" && !(construction_upgrades & RCD_UPGRADE_FURNISHING))
|
|
return TRUE
|
|
|
|
//use UI params to set variables
|
|
var/list/design = category[index]
|
|
if(design == null) //not a valid design
|
|
return TRUE
|
|
design_category = category_name
|
|
mode = design["[RCD_DESIGN_MODE]"]
|
|
construction_mode = mode
|
|
rcd_design_path = design["[RCD_DESIGN_PATH]"]
|
|
design_title = initial(rcd_design_path.name)
|
|
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
|
|
return rcd_create(interacting_with, user)
|
|
|
|
/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
|
|
return rcd_create(interacting_with, user)
|
|
|
|
/obj/item/construction/rcd/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
|
|
mode = RCD_DECONSTRUCT
|
|
return rcd_create(interacting_with, user)
|
|
|
|
/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
|
|
return rcd_create(interacting_with, user)
|
|
|
|
/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_danger("<b>[src] begins to vibrate and buzz loudly!</b>"), \
|
|
span_danger("<b>[src] begins vibrating violently!</b>"))
|
|
// 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
|
|
construction_upgrades = 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."
|
|
construction_upgrades = 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
|
|
construction_upgrades = RCD_ALL_UPGRADES
|
|
|
|
/obj/item/construction/rcd/combat/admin
|
|
name = "admin RCD"
|
|
max_matter = INFINITY
|
|
matter = INFINITY
|
|
construction_upgrades = 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
|
|
construction_upgrades = 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/build_delay(mob/user, delay, atom/target)
|
|
if(delay <= 0)
|
|
return TRUE
|
|
|
|
var/obj/item/mecha_parts/mecha_equipment/rcd/module = loc
|
|
|
|
//deconstruction can't be cancelled by ui changes
|
|
if(mode != RCD_DECONSTRUCT)
|
|
blueprint_changed = FALSE
|
|
|
|
return module.do_after_mecha(target, user, delay)
|
|
|
|
/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
|