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## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
706 lines
28 KiB
Plaintext
706 lines
28 KiB
Plaintext
#define RCD_DESTRUCTIVE_SCAN_RANGE 10
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#define RCD_HOLOGRAM_FADE_TIME (15 SECONDS)
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#define RCD_DESTRUCTIVE_SCAN_COOLDOWN (RCD_HOLOGRAM_FADE_TIME + 1 SECONDS)
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///each define maps to a variable used for construction in the RCD
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#define CONSTRUCTION_MODE "construction_mode"
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#define WINDOW_TYPE "window_type"
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#define COMPUTER_DIR "computer_dir"
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#define WALLFRAME_TYPE "wallframe_type"
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#define FURNISH_TYPE "furnish_type"
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#define AIRLOCK_TYPE "airlock_type"
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///flags to be sent to UI
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#define TITLE "title"
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#define ICON "icon"
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///flags for creating icons shared by an entire category
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#define CATEGORY_ICON_STATE "category_icon_state"
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#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
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#define TITLE_ICON "ICON=TITLE"
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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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///all stuff used by RCD for construction
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var/static/list/root_categories = list(
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//1ST ROOT CATEGORY
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"Construction" = list( //Stuff you use to make & decorate areas
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//Walls & Windows
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"Structures" = list(
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list(CONSTRUCTION_MODE = RCD_FLOORWALL, ICON = "wallfloor", TITLE = "Wall/Floor"),
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list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window, ICON = "windowsize", TITLE = "Directional Window"),
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list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/reinforced, ICON = "windowtype", TITLE = "Directional Reinforced Window"),
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list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/fulltile, ICON = "window0", TITLE = "Full Tile Window"),
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list(CONSTRUCTION_MODE = RCD_WINDOWGRILLE, WINDOW_TYPE = /obj/structure/window/reinforced/fulltile, ICON = "rwindow0", TITLE = "Full Tile Reinforced Window"),
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list(CONSTRUCTION_MODE = RCD_CATWALK, ICON = "catwalk-0", TITLE = "Catwalk"),
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list(CONSTRUCTION_MODE = RCD_REFLECTOR, ICON = "reflector_base", TITLE = "Reflector"),
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list(CONSTRUCTION_MODE = RCD_GIRDER, ICON = "girder", TITLE = "Girder"),
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),
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//Computers & Machine Frames
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"Machines" = list(
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list(CONSTRUCTION_MODE = RCD_MACHINE, ICON = "box_1", TITLE = "Machine Frame"),
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list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = NORTH, ICON = "cnorth", TITLE = "Computer North"),
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list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = SOUTH, ICON = "csouth", TITLE = "Computer South"),
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list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = EAST, ICON = "ceast", TITLE = "Computer East"),
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list(CONSTRUCTION_MODE = RCD_COMPUTER, COMPUTER_DIR = WEST, ICON = "cwest", TITLE = "Computer West"),
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list(CONSTRUCTION_MODE = RCD_FLOODLIGHT, ICON = "floodlight_c1", TITLE = "FloodLight Frame"),
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list(CONSTRUCTION_MODE = RCD_WALLFRAME, WALLFRAME_TYPE = /obj/item/wallframe/apc, ICON = "apc", TITLE = "APC WallFrame"),
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list(CONSTRUCTION_MODE = RCD_WALLFRAME, WALLFRAME_TYPE = /obj/item/wallframe/airalarm, ICON = "alarm_bitem", TITLE = "AirAlarm WallFrame"),
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list(CONSTRUCTION_MODE = RCD_WALLFRAME, WALLFRAME_TYPE = /obj/item/wallframe/firealarm, ICON = "fire_bitem", TITLE = "FireAlarm WallFrame"),
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),
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//Interior Design[construction_mode = RCD_FURNISHING is implied]
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"Furniture" = list(
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list(FURNISH_TYPE = /obj/structure/chair, ICON = "chair", TITLE = "Chair"),
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list(FURNISH_TYPE = /obj/structure/chair/stool, ICON = "stool", TITLE = "Stool"),
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list(FURNISH_TYPE = /obj/structure/chair/stool/bar, ICON = "bar", TITLE = "Bar Stool"),
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list(FURNISH_TYPE = /obj/structure/table, ICON = "table",TITLE = "Table"),
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list(FURNISH_TYPE = /obj/structure/table/glass, ICON = "glass_table", TITLE = "Glass Table"),
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list(FURNISH_TYPE = /obj/structure/rack, ICON = "rack", TITLE = "Rack"),
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list(FURNISH_TYPE = /obj/structure/bed, ICON = "bed", TITLE = "Bed"),
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),
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),
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//2ND ROOT CATEGORY[construction_mode = RCD_AIRLOCK is implied,"icon=closed"]
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"Airlocks" = list( //used to seal/close areas
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//Window Doors[airlock_glass = TRUE is implied]
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"Windoors" = list(
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list(AIRLOCK_TYPE = /obj/machinery/door/window, ICON = "windoor", TITLE = "Windoor"),
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list(AIRLOCK_TYPE = /obj/machinery/door/window/brigdoor, ICON = "secure_windoor", TITLE = "Secure Windoor"),
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),
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//Glass Airlocks[airlock_glass = TRUE is implied,do fill_closed overlay]
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"Glass Airlocks" = list(
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/glass, TITLE = "Standard", CATEGORY_ICON_STATE = TITLE_ICON, CATEGORY_ICON_SUFFIX = "Glass"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/public/glass, TITLE = "Public"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/engineering/glass, TITLE = "Engineering"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/atmos/glass, TITLE = "Atmospherics"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/security/glass, TITLE = "Security"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/command/glass, TITLE = "Command"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/medical/glass, TITLE = "Medical"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/research/glass, TITLE = "Research"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/virology/glass, TITLE = "Virology"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/mining/glass, TITLE = "Mining"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/glass, TITLE = "Maintenance"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/external/glass, TITLE = "External"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/external/glass, TITLE = "External Maintenance"),
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),
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//Solid Airlocks[airlock_glass = FALSE is implied,no fill_closed overlay]
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"Solid Airlocks" = list(
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock, TITLE = "Standard", CATEGORY_ICON_STATE = TITLE_ICON),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/public, TITLE = "Public"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/engineering, TITLE = "Engineering"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/atmos, TITLE = "Atmospherics"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/security, TITLE = "Security"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/command, TITLE = "Command"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/medical, TITLE = "Medical"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/research, TITLE = "Research"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/freezer, TITLE = "Freezer"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/virology, TITLE = "Virology"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/mining, TITLE = "Mining"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance, TITLE = "Maintenance"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/external, TITLE = "External"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance/external, TITLE = "External Maintenance"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/hatch, TITLE = "Airtight Hatch"),
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list(AIRLOCK_TYPE = /obj/machinery/door/airlock/maintenance_hatch, TITLE = "Maintenance Hatch"),
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),
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),
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//3RD CATEGORY Airlock access,empty list cause airlock_electronics UI will be displayed when this tab is selected
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"Airlock Access" = list()
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)
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/// name of currently selected design
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var/design_title = "Wall/Floor"
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/// category of currently selected design
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var/design_category = "Structures"
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/// main category of currently selected design[Structures, Airlocks, Airlock Access]
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var/root_category = "Construction"
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/// owner of this rcd. It can either be an construction console or an player
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var/owner
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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 = RCD_FLOORWALL
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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 = RCD_FLOORWALL
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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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/// direction which computer frames are constructed in
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var/computer_dir = NORTH
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/// type of airlock/windoor being built[mode = RCD_AIRLOCK]
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var/airlock_type = /obj/machinery/door/airlock
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/// are we building glass/solid airlocks
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var/airlock_glass = FALSE
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/// are we building normal/reinforced directional/fulltile windows
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var/obj/structure/window/window_type = /obj/structure/window/fulltile
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/// type of wallmount airalarm,firealarm,apc we are trying to build
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var/obj/item/wallframe/wallframe_type = /obj/item/wallframe/apc
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/// type of furniture tables,chairs etc we are trying to build
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var/furnish_type = /obj/structure/chair
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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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var/current_active_effects = 0
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var/frequent_use_debuff_multiplier = 3
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GLOBAL_VAR_INIT(icon_holographic_wall, init_holographic_wall())
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GLOBAL_VAR_INIT(icon_holographic_window, init_holographic_window())
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/proc/init_holographic_wall()
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return icon('icons/turf/walls/wall.dmi', "wall-0")
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/proc/init_holographic_window()
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var/icon/grille_icon = icon('icons/obj/structures.dmi', "grille")
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var/icon/window_icon = icon('icons/obj/smooth_structures/window.dmi', "window-0")
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grille_icon.Blend(window_icon, ICON_OVERLAY)
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return grille_icon
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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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/**
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* Global proc that generates RCD hologram in a range.
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*
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* Arguments:
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* * source - The atom the scans originate from
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* * scan_range - The range of turfs we grab from the source
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* * fade_time - The time for RCD holograms to fade
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*/
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/proc/rcd_scan(atom/source, scan_range = RCD_DESTRUCTIVE_SCAN_RANGE, fade_time = RCD_HOLOGRAM_FADE_TIME)
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playsound(source, 'sound/items/rcdscan.ogg', 50, vary = TRUE, pressure_affected = FALSE)
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var/turf/source_turf = get_turf(source)
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for(var/turf/open/surrounding_turf in RANGE_TURFS(scan_range, source_turf))
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var/rcd_memory = surrounding_turf.rcd_memory
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if(!rcd_memory)
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continue
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var/skip_to_next_turf = FALSE
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for(var/atom/content_of_turf as anything in surrounding_turf.contents)
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if (content_of_turf.density)
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skip_to_next_turf = TRUE
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break
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if(skip_to_next_turf)
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continue
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var/hologram_icon
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switch(rcd_memory)
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if(RCD_MEMORY_WALL)
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hologram_icon = GLOB.icon_holographic_wall
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if(RCD_MEMORY_WINDOWGRILLE)
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hologram_icon = GLOB.icon_holographic_window
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var/obj/effect/rcd_hologram/hologram = new(surrounding_turf)
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hologram.icon = hologram_icon
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hologram.makeHologram()
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animate(hologram, alpha = 0, time = fade_time, easing = CIRCULAR_EASING | EASE_IN)
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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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#undef RCD_DESTRUCTIVE_SCAN_COOLDOWN
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#undef RCD_DESTRUCTIVE_SCAN_RANGE
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#undef RCD_HOLOGRAM_FADE_TIME
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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_FLOORWALL
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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, RCD_FLOORWALL)
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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, RCD_FLOORWALL)
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useResource(16, user)
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activate()
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playsound(loc, 'sound/machines/click.ogg', 50, 1)
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user.gib()
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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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/// check can the structure be placed on the turf
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/obj/item/construction/rcd/proc/can_place(atom/A, list/rcd_results, mob/user)
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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 mode when upgrading apc, airalarm, firealarm using simple circuits upgrade
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*/
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if(rcd_results["mode"] != RCD_WALLFRAME && rcd_results["mode"] != RCD_DECONSTRUCT)
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var/turf/target_turf = get_turf(A)
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//if we are trying to build a window on top of a grill we check for specific edge cases
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if(rcd_results["mode"] == RCD_WINDOWGRILLE && istype(A, /obj/structure/grille))
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var/list/structures_to_ignore
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//if we are trying to build full-tile windows we only ignore the grille but other directional windows on the grill can block its construction
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if(window_type == /obj/structure/window/fulltile || window_type == /obj/structure/window/reinforced/fulltile)
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structures_to_ignore = list(A)
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//for normal directional windows we ignore the grille & other directional windows as they can be in diffrent directions on the grill. There is a later check during construction to deal with those
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else
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structures_to_ignore = list(/obj/structure/grille, /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 = FALSE, source_atom = null, ignore_atoms = structures_to_ignore, type_list = (length(structures_to_ignore) == 2)))
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playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
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balloon_alert(user, "something is on the grille!")
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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_results["mode"] == RCD_FLOORWALL && (!istype(target_turf, /turf/open/floor) || istype(A, /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(A, /obj/structure/girder) && target_turf.is_blocked_turf(exclude_mobs = FALSE, source_atom = null, ignore_atoms = list(A)))
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playsound(loc, 'sound/machines/click.ogg', 50, 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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RCD_AIRLOCK,
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RCD_COMPUTER,
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RCD_FLOODLIGHT,
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RCD_FURNISHING,
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RCD_MACHINE,
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RCD_REFLECTOR,
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RCD_WINDOWGRILLE,
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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_results["mode"] in 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_results["mode"] == RCD_WINDOWGRILLE || (rcd_results["mode"] == RCD_AIRLOCK && ispath(airlock_type, /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
|
|
ignore_mobs = rcd_results["mode"] == RCD_AIRLOCK
|
|
ignored_types += /obj/machinery/door/window
|
|
//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
|
|
else if(rcd_results["mode"] == RCD_AIRLOCK)
|
|
ignored_types = list()
|
|
|
|
//check if the structure can fit on this turf
|
|
if(target_turf.is_blocked_turf(exclude_mobs = ignore_mobs, source_atom = null, ignore_atoms = ignored_types, type_list = TRUE))
|
|
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
|
|
balloon_alert(user, "something is on the tile!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/obj/item/construction/rcd/proc/rcd_create(atom/A, mob/user)
|
|
//does this atom allow for rcd actions?
|
|
var/list/rcd_results = A.rcd_vals(user, src)
|
|
if(!rcd_results)
|
|
return FALSE
|
|
|
|
var/delay = rcd_results["delay"] * delay_mod
|
|
|
|
if (
|
|
!(upgrade & RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN) \
|
|
&& !rcd_results[RCD_RESULT_BYPASS_FREQUENT_USE_COOLDOWN] \
|
|
&& current_active_effects > 0
|
|
)
|
|
delay *= frequent_use_debuff_multiplier
|
|
|
|
current_active_effects += 1
|
|
rcd_create_effect(A, user, delay, rcd_results)
|
|
current_active_effects -= 1
|
|
|
|
/obj/item/construction/rcd/proc/rcd_create_effect(atom/target, mob/user, delay, list/rcd_results)
|
|
var/obj/effect/constructing_effect/rcd_effect = new(get_turf(target), delay, src.mode, upgrade)
|
|
|
|
//resource & structure placement sanity checks before & after delay along with beam effects
|
|
if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
|
|
qdel(rcd_effect)
|
|
return FALSE
|
|
var/beam
|
|
if(ranged)
|
|
beam = user.Beam(target,icon_state="rped_upgrade", time = delay)
|
|
if(!do_after(user, delay, target = target))
|
|
qdel(rcd_effect)
|
|
if(!isnull(beam))
|
|
qdel(beam)
|
|
return FALSE
|
|
if (QDELETED(rcd_effect))
|
|
return FALSE
|
|
if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
|
|
qdel(rcd_effect)
|
|
return FALSE
|
|
|
|
if(!useResource(rcd_results["cost"], user))
|
|
qdel(rcd_effect)
|
|
return FALSE
|
|
activate()
|
|
if(!target.rcd_act(user, src, rcd_results["mode"]))
|
|
qdel(rcd_effect)
|
|
return FALSE
|
|
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
|
|
rcd_effect.end_animation()
|
|
return TRUE
|
|
|
|
/obj/item/construction/rcd/Initialize(mapload)
|
|
. = ..()
|
|
airlock_electronics = new(src)
|
|
airlock_electronics.name = "Access Control"
|
|
airlock_electronics.holder = src
|
|
GLOB.rcd_list += src
|
|
|
|
/obj/item/construction/rcd/Destroy()
|
|
QDEL_NULL(airlock_electronics)
|
|
GLOB.rcd_list -= src
|
|
. = ..()
|
|
|
|
/obj/item/construction/rcd/ui_assets(mob/user)
|
|
return list(
|
|
get_asset_datum(/datum/asset/spritesheet/rcd),
|
|
)
|
|
|
|
/obj/item/construction/rcd/ui_host(mob/user)
|
|
return owner || ..()
|
|
|
|
/obj/item/construction/rcd/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "RapidConstructionDevice", name)
|
|
ui.open()
|
|
|
|
/obj/item/construction/rcd/ui_static_data(mob/user)
|
|
return airlock_electronics.ui_static_data(user)
|
|
|
|
/obj/item/construction/rcd/ui_data(mob/user)
|
|
var/list/data = ..()
|
|
|
|
//main categories
|
|
data["selected_root"] = root_category
|
|
data["root_categories"] = list()
|
|
for(var/category in root_categories)
|
|
data["root_categories"] += category
|
|
|
|
//create the category list
|
|
data["selected_category"] = design_category
|
|
data["selected_design"] = design_title
|
|
data["categories"] = list()
|
|
|
|
var/category_icon_state
|
|
var/category_icon_suffix
|
|
for(var/sub_category as anything in root_categories[root_category])
|
|
var/list/target_category = root_categories[root_category][sub_category]
|
|
if(target_category.len == 0)
|
|
continue
|
|
|
|
//skip category if upgrades were not installed for these
|
|
if(sub_category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
|
|
continue
|
|
if(sub_category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
|
|
continue
|
|
category_icon_state = ""
|
|
category_icon_suffix = ""
|
|
|
|
var/list/designs = list() //initialize all designs under this category
|
|
for(var/i in 1 to target_category.len)
|
|
var/list/design = target_category[i]
|
|
|
|
//check for special icon flags
|
|
if(design[CATEGORY_ICON_STATE] != null)
|
|
category_icon_state = design[CATEGORY_ICON_STATE]
|
|
if(design[CATEGORY_ICON_SUFFIX] != null)
|
|
category_icon_suffix = design[CATEGORY_ICON_SUFFIX]
|
|
|
|
//get icon or create it from pre defined flags
|
|
var/icon_state
|
|
if(design[ICON] != null)
|
|
icon_state = design[ICON]
|
|
else
|
|
icon_state = category_icon_state
|
|
if(icon_state == TITLE_ICON)
|
|
icon_state = design[TITLE]
|
|
icon_state = "[icon_state][category_icon_suffix]"
|
|
|
|
//sanitize them so you dont go insane when icon names contain spaces in them
|
|
icon_state = sanitize_css_class_name(icon_state)
|
|
|
|
designs += list(list(TITLE = design[TITLE], ICON = icon_state))
|
|
data["categories"] += list(list("cat_name" = sub_category, "designs" = designs))
|
|
|
|
//merge airlock_electronics ui data with this
|
|
var/list/airlock_data = airlock_electronics.ui_data(user)
|
|
for(var/key in airlock_data)
|
|
data[key] = airlock_data[key]
|
|
|
|
return data
|
|
|
|
/obj/item/construction/rcd/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
switch(action)
|
|
if("root_category")
|
|
var/new_root = params["root_category"]
|
|
if(root_categories[new_root] != null) //is a valid category
|
|
root_category = new_root
|
|
|
|
if("design")
|
|
var/category_name = params["category"]
|
|
var/index = params["index"]
|
|
|
|
var/list/root = root_categories[root_category]
|
|
if(root == null) //not a valid root
|
|
return TRUE
|
|
var/list/category = root[category_name]
|
|
if(category == null) //not a valid category
|
|
return TRUE
|
|
|
|
/**
|
|
* The advantage of organizing designs into categories is that
|
|
* You can ignore an complete category if the design disk upgrade for that category isn't installed.
|
|
*/
|
|
//You can't select designs from the Machines category if you dont have the frames upgrade installed.
|
|
if(category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
|
|
return TRUE
|
|
//You can't select designs from the Furniture category if you dont have the furnishing upgrade installed.
|
|
if(category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
|
|
return TRUE
|
|
|
|
var/list/design = category[index]
|
|
if(design == null) //not a valid design
|
|
return TRUE
|
|
|
|
design_category = category_name
|
|
design_title = design["title"]
|
|
|
|
if(category_name == "Structures")
|
|
construction_mode = design[CONSTRUCTION_MODE]
|
|
if(design[WINDOW_TYPE] != null)
|
|
window_type = design[WINDOW_TYPE]
|
|
else if(category_name == "Machines")
|
|
construction_mode = design[CONSTRUCTION_MODE]
|
|
if(design[COMPUTER_DIR] != null)
|
|
computer_dir = design[COMPUTER_DIR]
|
|
if(design[WALLFRAME_TYPE] != null)
|
|
wallframe_type = design[WALLFRAME_TYPE]
|
|
else if(category_name == "Furniture")
|
|
construction_mode = RCD_FURNISHING
|
|
furnish_type = design[FURNISH_TYPE]
|
|
|
|
if(root_category == "Airlocks")
|
|
construction_mode = RCD_AIRLOCK
|
|
airlock_glass = (category_name != "Solid Airlocks")
|
|
airlock_type = design[AIRLOCK_TYPE]
|
|
|
|
else
|
|
airlock_electronics.do_action(action, params)
|
|
|
|
return TRUE
|
|
|
|
/obj/item/construction/rcd/attack_self(mob/user)
|
|
. = ..()
|
|
ui_interact(user)
|
|
|
|
/obj/item/construction/rcd/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
|
|
. = ..()
|
|
//proximity check for normal rcd & range check for arcd
|
|
if((!proximity_flag && !ranged) || (ranged && !range_check(target, user)))
|
|
return FALSE
|
|
|
|
//do the work
|
|
mode = construction_mode
|
|
rcd_create(target, user)
|
|
|
|
return . | AFTERATTACK_PROCESSED_ITEM
|
|
|
|
/obj/item/construction/rcd/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
|
|
. = ..()
|
|
//proximity check for normal rcd & range check for arcd
|
|
if((!proximity_flag && !ranged) || (ranged && !range_check(target, user)))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
//do the work
|
|
mode = RCD_DECONSTRUCT
|
|
rcd_create(target, user)
|
|
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
/obj/item/construction/rcd/proc/detonate_pulse()
|
|
audible_message("<span class='danger'><b>[src] begins to vibrate and \
|
|
buzz loudly!</b></span>","<span class='danger'><b>[src] begins \
|
|
vibrating violently!</b></span>")
|
|
// 5 seconds to get rid of it
|
|
addtimer(CALLBACK(src, PROC_REF(detonate_pulse_explode)), 50)
|
|
|
|
/obj/item/construction/rcd/proc/detonate_pulse_explode()
|
|
explosion(src, light_impact_range = 3, flame_range = 1, flash_range = 1)
|
|
qdel(src)
|
|
|
|
/obj/item/construction/rcd/borg
|
|
desc = "A device used to rapidly build walls and floors."
|
|
banned_upgrades = RCD_UPGRADE_SILO_LINK
|
|
var/energyfactor = 72
|
|
|
|
/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 = 66
|
|
canRturf = TRUE
|
|
|
|
/obj/item/construction/rcd/loaded
|
|
matter = 160
|
|
|
|
/obj/item/construction/rcd/loaded/upgraded
|
|
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
|
|
|
|
/obj/item/construction/rcd/combat
|
|
name = "industrial RCD"
|
|
icon_state = "ircd"
|
|
inhand_icon_state = "ircd"
|
|
max_matter = 500
|
|
matter = 500
|
|
canRturf = TRUE
|
|
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
|
|
|
|
/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,
|
|
)
|
|
|
|
#undef CONSTRUCTION_MODE
|
|
#undef WINDOW_TYPE
|
|
#undef COMPUTER_DIR
|
|
#undef WALLFRAME_TYPE
|
|
#undef FURNISH_TYPE
|
|
#undef AIRLOCK_TYPE
|
|
|
|
#undef TITLE
|
|
#undef ICON
|
|
|
|
#undef CATEGORY_ICON_STATE
|
|
#undef CATEGORY_ICON_SUFFIX
|
|
#undef TITLE_ICON
|
|
|
|
/obj/item/rcd_ammo
|
|
name = "RCD matter cartridge"
|
|
desc = "Highly compressed matter for the RCD."
|
|
icon = 'icons/obj/tools.dmi'
|
|
icon_state = "rcdammo"
|
|
w_class = WEIGHT_CLASS_TINY
|
|
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=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
|
|
|
|
/obj/item/construction/rcd/combat/admin
|
|
name = "admin RCD"
|
|
max_matter = INFINITY
|
|
matter = INFINITY
|
|
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
|
|
|
|
|
|
// 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
|
|
delay_mod = 0.6
|
|
ranged = TRUE
|
|
icon_state = "arcd"
|
|
inhand_icon_state = "oldrcd"
|
|
has_ammobar = FALSE
|
|
upgrade = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
|