Files
Bubberstation/code/game/objects/items/rcd/RPLD.dm
Mothblocks 766144a443 Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## 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>
2023-08-17 20:20:31 +02:00

377 lines
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///The plumbing RCD. All the blueprints are located in _globalvars > lists > construction.dm
/obj/item/construction/plumbing
name = "Plumbing Constructor"
desc = "An expertly modified RCD outfitted to construct plumbing machinery."
icon_state = "plumberer2"
inhand_icon_state = "plumberer"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
worn_icon_state = "plumbing"
icon = 'icons/obj/tools.dmi'
slot_flags = ITEM_SLOT_BELT
///it does not make sense why any of these should be installed.
banned_upgrades = RCD_UPGRADE_FRAMES | RCD_UPGRADE_SIMPLE_CIRCUITS | RCD_UPGRADE_FURNISHING | RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
matter = 200
max_matter = 200
///type of the plumbing machine
var/obj/machinery/blueprint = null
///This list that holds all the plumbing design types the plumberer can construct. Its purpose is to make it easy to make new plumberer subtypes with a different selection of machines.
var/list/plumbing_design_types
///Current selected layer
var/current_layer = "Default Layer"
///Current selected color, for ducts
var/current_color = "omni"
///maps layer name to layer number value. didnt make this global cause only this class needs it
var/static/list/name_to_number = list(
"First Layer" = 1,
"Second Layer" = 2,
"Default Layer" = 3,
"Fourth Layer" = 4,
"Fifth Layer" = 5,
)
///Design types for general plumbing constructor
var/static/list/general_design_types = list(
//category 1 Synthesizers i.e devices which creates , reacts & destroys chemicals
"Synthesizers" = list(
/obj/machinery/plumbing/synthesizer = 15,
/obj/machinery/plumbing/reaction_chamber/chem = 15,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/growing_vat = 20,
/obj/machinery/plumbing/fermenter = 30,
/obj/machinery/plumbing/liquid_pump = 35, //extracting chemicals from ground is one way of creation
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/buffer = 10, //creates chemicals as it waits for other buffers containing other chemicals and when mixed creates new chemicals
),
//category 2 distributors i.e devices which inject , move around , remove chemicals from the network
"Distributors" = list(
/obj/machinery/duct = 1,
/obj/machinery/plumbing/layer_manifold = 5,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/sender = 20,
/obj/machinery/plumbing/output = 5,
),
//category 3 Storage i.e devices which stores & makes the processed chemicals ready for consumption
"Storage" = list(
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
/obj/machinery/plumbing/bottler = 50,
/obj/machinery/plumbing/pill_press = 20,
/obj/machinery/iv_drip/plumbing = 20
),
)
/obj/item/construction/plumbing/Initialize(mapload)
. = ..()
plumbing_design_types = general_design_types
/**
* plumbing_design_types[1] = "Synthesizers"
* plumbing_design_types["Synthesizers"] = <list of designs under synthesizers>
* <list of designs under synthesizers>[1] = <first design in this list>
*/
blueprint = plumbing_design_types[plumbing_design_types[1]][1]
/obj/item/construction/plumbing/equipped(mob/user, slot, initial)
. = ..()
if(slot & ITEM_SLOT_HANDS)
RegisterSignal(user, COMSIG_MOUSE_SCROLL_ON, PROC_REF(mouse_wheeled))
else
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
/obj/item/construction/plumbing/dropped(mob/user, silent)
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
return ..()
/obj/item/construction/plumbing/cyborg_unequip(mob/user)
UnregisterSignal(user, COMSIG_MOUSE_SCROLL_ON)
return ..()
/obj/item/construction/plumbing/attack_self(mob/user)
. = ..()
ui_interact(user)
/obj/item/construction/plumbing/examine(mob/user)
. = ..()
. += "You can scroll your mouse wheel to change the piping layer."
. += "You can right click a fluid duct to set the Plumbing RPD to its color and layer."
/obj/item/construction/plumbing/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PlumbingService", name)
ui.open()
/obj/item/construction/plumbing/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/plumbing),
)
/obj/item/construction/plumbing/ui_static_data(mob/user)
return list("paint_colors" = GLOB.pipe_paint_colors)
/obj/item/construction/plumbing/ui_data(mob/user)
var/list/data = ..()
data["piping_layer"] = name_to_number[current_layer] //maps layer name to layer number's 1,2,3,4,5
data["selected_color"] = current_color
data["layer_icon"] = "plumbing_layer[GLOB.plumbing_layers[current_layer]]"
data["selected_recipe"] = initial(blueprint.name)
var/category_list = list()
for(var/category_name in plumbing_design_types)
var/list/designs = plumbing_design_types[category_name]
//Create category
var/list/item_list = list()
item_list["cat_name"] = category_name //used by RapidPipeDispenser.js
item_list["recipes"] = list() //used by RapidPipeDispenser.js
category_list[category_name] = item_list
//Add designs to category
for(var/obj/machinery/recipe as anything in designs)
category_list[category_name]["recipes"] += list(list(
"icon" = initial(recipe.icon_state),
"name" = initial(recipe.name),
))
//Set selected category
if(blueprint == recipe)
data["selected_category"] = category_name
data["categories"] = list()
for(var/category_name in category_list)
data["categories"] += list(category_list[category_name])
return data
/obj/item/construction/plumbing/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("color")
var/color = params["paint_color"]
if(GLOB.pipe_paint_colors[color] != null) //validate if the color is in the allowed list of values
current_color = color
if("piping_layer")
var/bitflag = text2num(params["piping_layer"]) //convert from layer number back to layer string
bitflag = 1 << (bitflag - 1)
var/layer = GLOB.plumbing_layer_names["[bitflag]"]
if(layer != null) //validate if this value exists in the list
current_layer = layer
if("recipe")
var/category = params["category"]
if(!plumbing_design_types[category])
return FALSE
var/design = plumbing_design_types[category][text2num(params["id"]) + 1]
if(!design)
return FALSE
blueprint = design
playsound(src, 'sound/effects/pop.ogg', 50, vary = FALSE)
return TRUE
///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
/obj/item/construction/plumbing/proc/create_machine(atom/destination, mob/user)
if(!isopenturf(destination))
return FALSE
var/cost = 0
for(var/category in plumbing_design_types)
cost = plumbing_design_types[category][blueprint]
if(cost)
break
if(!cost)
return FALSE
//resource & placement sanity check before & after delay
var/is_allowed = TRUE
if(!checkResource(cost, user) || !(is_allowed = canPlace(destination)))
if(!is_allowed)
balloon_alert(user, "turf is blocked!")
return FALSE
if(!do_after(user, cost, target = destination)) //"cost" is relative to delay at a rate of 10 matter/second (1matter/decisecond) rather than playing with 2 different variables since everyone set it to this rate anyways.
return FALSE
if(!checkResource(cost, user) || !(is_allowed = canPlace(destination)))
if(!is_allowed)
balloon_alert(user, "turf is blocked!")
return FALSE
if(!useResource(cost, user))
return FALSE
activate()
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
if(ispath(blueprint, /obj/machinery/duct))
var/is_omni = current_color == DUCT_COLOR_OMNI
new blueprint(destination, FALSE, GLOB.pipe_paint_colors[current_color], GLOB.plumbing_layers[current_layer], null, is_omni)
else
new blueprint(destination, FALSE, GLOB.plumbing_layers[current_layer])
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/destination)
if(!isopenturf(destination))
return FALSE
if(initial(blueprint.density) && destination.is_blocked_turf(exclude_mobs = FALSE, source_atom = null, ignore_atoms = null))
return FALSE
. = TRUE
var/layer_id = GLOB.plumbing_layers[current_layer]
for(var/obj/content_obj in destination.contents)
// Make sure plumbling isn't overlapping.
for(var/datum/component/plumbing/plumber as anything in content_obj.GetComponents(/datum/component/plumbing))
if(plumber.ducting_layer & layer_id)
return FALSE
// Make sure ducts aren't overlapping.
if(istype(content_obj, /obj/machinery/duct))
var/obj/machinery/duct/duct_machine = content_obj
if(duct_machine.duct_layer & layer_id)
return FALSE
/obj/item/construction/plumbing/pre_attack_secondary(obj/machinery/target, mob/user, params)
if(!istype(target, /obj/machinery/duct))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
var/obj/machinery/duct/duct = target
if(duct.duct_layer && duct.duct_color)
current_color = GLOB.pipe_color_name[duct.duct_color]
current_layer = GLOB.plumbing_layer_names["[duct.duct_layer]"]
balloon_alert(user, "using [current_color], layer [current_layer]")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/construction/plumbing/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
for(var/category_name in plumbing_design_types)
var/list/designs = plumbing_design_types[category_name]
for(var/obj/machinery/recipe as anything in designs)
if(target.type != recipe)
continue
var/obj/machinery/machine_target = target
if(machine_target.anchored)
balloon_alert(user, "unanchor first!")
return
if(do_after(user, 20, target = target))
machine_target.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
return
create_machine(target, user)
/obj/item/construction/plumbing/AltClick(mob/user)
ui_interact(user)
/obj/item/construction/plumbing/proc/mouse_wheeled(mob/source, atom/A, delta_x, delta_y, params)
SIGNAL_HANDLER
if(source.incapacitated(IGNORE_RESTRAINTS|IGNORE_STASIS))
return
if(delta_y == 0)
return
if(delta_y < 0)
var/current_loc = GLOB.plumbing_layers.Find(current_layer) + 1
if(current_loc > GLOB.plumbing_layers.len)
current_loc = 1
current_layer = GLOB.plumbing_layers[current_loc]
else
var/current_loc = GLOB.plumbing_layers.Find(current_layer) - 1
if(current_loc < 1)
current_loc = GLOB.plumbing_layers.len
current_layer = GLOB.plumbing_layers[current_loc]
to_chat(source, span_notice("You set the layer to [current_layer]."))
/obj/item/construction/plumbing/research
name = "research plumbing constructor"
desc = "A type of plumbing constructor designed to rapidly deploy the machines needed to conduct cytological research."
icon_state = "plumberer_sci"
inhand_icon_state = "plumberer_sci"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
///Design types for research plumbing constructor
var/list/static/research_design_types = list(
//Category 1 Synthesizers
"Synthesizers" = list(
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/growing_vat = 20,
),
//Category 2 Distributors
"Distributors" = list(
/obj/machinery/duct = 1,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/output = 5,
),
//Category 3 storage
"Storage" = list(
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
),
)
/obj/item/construction/plumbing/research/Initialize(mapload)
. = ..()
plumbing_design_types = research_design_types
/obj/item/construction/plumbing/service
name = "service plumbing constructor"
desc = "A type of plumbing constructor designed to rapidly deploy the machines needed to make a brewery."
icon_state = "plumberer_service"
///Design types for plumbing service constructor
var/static/list/service_design_types = list(
//Category 1 synthesizers
"Synthesizers" = list(
/obj/machinery/plumbing/synthesizer/soda = 15,
/obj/machinery/plumbing/synthesizer/beer = 15,
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/buffer = 10,
/obj/machinery/plumbing/fermenter = 30,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/disposer = 10,
),
//Category 2 distributors
"Distributors" = list(
/obj/machinery/duct = 1,
/obj/machinery/plumbing/layer_manifold = 5,
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/output/tap = 5,
/obj/machinery/plumbing/sender = 20,
),
//category 3 storage
"Storage" = list(
/obj/machinery/plumbing/bottler = 50,
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
),
)
/obj/item/construction/plumbing/service/Initialize(mapload)
. = ..()
plumbing_design_types = service_design_types