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## About The Pull Request For the hard-working tradesperson who's in the middle of nowhere and just wants to warm up their pastry-based savoury item purchased from an overpriced vending machine, introduces the engineer themed wireless microwave. No more going hungry in a pinch, this variant uses changeable power cells instead of APC power. Can be built normally or printed with a furnishings-upgraded RCD. The other upgrade now available: PDA charging. Upgrade the capacitors in the microwave to add a Charge mode for your portable device! Also cleans up microwave code a bit and adds much needed context hints for when it's broken, dirty, etc. Swaps a few break room microwaves to upgraded variants on mapload, adds a microwave/donks to Birdshot, donks to Tramstation. ## Why It's Good For The Game Slap together a semi-portable microwave with your components on hand, have an engineering picnic in space or wherever else the day takes you. With increased PDA drain, adding another option to charge your PDA in common areas is useful. Microwaves are already strategically placed around the station. Please ensure the model you're using has the charging feature before operating.   ## Changelog 🆑 LT3 add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows your PDA to be charged wirelessly through microwave frequencies. You can Wave-charge your device by placing it inside a compatible microwave and selecting the charge mode. add: Microwaves can be upgraded to add wireless charging add: Cell-swappable microwave for the engineer on-the-go add: Microwave now has a wire to swap charge/cook modes add: Furnishings RCD upgrade now includes wireless microwave add: Tramstation and Birdshot engineering break rooms now have microwave and donk pockets. Some microwaves come pre-equipped with wireless charging and an upgraded cell. fix: The microwave in the snowdin ruin is now real, not a fluff prop /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
181 lines
7.5 KiB
Plaintext
181 lines
7.5 KiB
Plaintext
#define SHOWCASE_CONSTRUCTED 1
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#define SHOWCASE_SCREWDRIVERED 2
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/*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
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/obj/structure/showcase
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name = "showcase"
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = TRUE
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anchored = TRUE
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var/deconstruction_state = SHOWCASE_CONSTRUCTED
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/obj/structure/showcase/fakeid
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name = "\improper CentCom identification console"
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desc = "You can use this to change ID's."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakeid/Initialize(mapload)
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. = ..()
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add_overlay("id")
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add_overlay("id_key")
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/obj/structure/showcase/fakesec
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name = "\improper CentCom security records"
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desc = "Used to view and edit personnel's security records."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakesec/update_overlays()
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. = ..()
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. += "security"
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. += "security_key"
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/obj/structure/showcase/horrific_experiment
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name = "horrific experiment"
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desc = "Some sort of pod filled with blood and viscera. You swear you can see it moving..."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_g" // Please don't delete it and not notice it for months this time.
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/obj/structure/showcase/machinery/oldpod
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name = "damaged cryogenic pod"
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desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/showcase/machinery/oldpod/used
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name = "opened cryogenic pod"
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desc = "A cryogenic pod that has recently discharged its occupant. The pod appears non-functional."
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/obj/structure/showcase/machinery/oldpod/used/psyker
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name = "opened mental energizer"
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desc = "A mental energizer that has recently discharged its occupant. The pod appears non-functional."
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icon_state = "psykerpod-open"
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/obj/structure/showcase/cyborg/old
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name = "Cyborg Statue"
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desc = "An old, deactivated cyborg. Whilst once actively used to guard against intruders, it now simply intimidates them with its cold, steely gaze."
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icon = 'icons/mob/silicon/robots.dmi'
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icon_state = "robot_old"
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density = FALSE
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/obj/structure/showcase/mecha/marauder
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name = "combat mech exhibit"
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desc = "A stand with an empty old Nanotrasen Corporation combat mech bolted to it. It is described as the premier unit used to defend corporate interests and employees."
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icon = 'icons/mob/mecha.dmi'
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icon_state = "marauder"
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/obj/structure/showcase/mecha/ripley
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name = "construction mech exhibit"
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desc = "A stand with a retired construction mech bolted to it. The clamps are rated at 9300PSI. It seems to be falling apart."
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icon = 'icons/mob/mecha.dmi'
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icon_state = "firefighter"
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/obj/structure/showcase/machinery/implanter
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name = "\improper Nanotrasen automated mindshield implanter exhibit"
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desc = "A flimsy model of a standard Nanotrasen automated mindshield implant machine. With secure positioning harnesses and a robotic surgical injector, brain damage and other serious medical anomalies are now up to 60% less likely!"
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icon = 'icons/obj/machines/implant_chair.dmi'
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icon_state = "implantchair"
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/obj/structure/showcase/machinery/microwave
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name = "\improper Nanotrasen-brand microwave"
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desc = "The famous Nanotrasen-brand microwave, the multi-purpose cooking appliance every station needs! This one appears to be drawn onto a cardboard box."
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icon = 'icons/obj/machines/microwave.dmi'
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icon_state = "mw_complete"
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/obj/structure/showcase/machinery/microwave_engineering
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name = "\improper Nanotrasen Wave(tm) microwave"
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desc = "Just when everyone thought Nanotrasen couldn't improve on their famous microwave, this 2563 model features Wave™! A Nanotrasen exclusive, Wave™ allows your PDA to be charged wirelessly through microwave frequencies. Because nothing says 'future' like charging your PDA while overcooking your leftovers. Nanotrasen Wave™ - Multitasking, redefined."
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icon = 'icons/obj/machines/microwave.dmi'
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icon_state = "engi_mw_complete"
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/obj/structure/showcase/machinery/cloning_pod
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name = "cloning pod exhibit"
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desc = "Depicts a prototype from a failed attempt at reliable cloning technology. The technology was scrapped after reports of severe mutations, wiggly ear syndrome and spontaneous tail growth. The date 11.11.2558 is engraved on the base."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_0"
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/obj/structure/showcase/perfect_employee
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name = "'Perfect Man' employee exhibit"
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desc = "A stand with a model of the perfect Nanotrasen Employee bolted to it. Signs indicate it is robustly genetically engineered, as well as being ruthlessly loyal."
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/obj/structure/showcase/machinery/tv
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name = "\improper Nanotrasen corporate newsfeed"
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desc = "A slightly battered looking TV. Various Nanotrasen infomercials play on a loop, accompanied by a jaunty tune."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "television"
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/obj/structure/showcase/machinery/signal_decrypter
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name = "subsystem signal decrypter"
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desc = "A strange machine that's supposedly used to help pick up and decrypt wave signals."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/wizard
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name = "wizard of yendor showcase"
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desc = "A historical figure of great importance to the wizard federation. He spent his long life learning magic, stealing artifacts, and harassing idiots with swords. May he rest forever, Rodney."
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "nim"
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/obj/structure/showcase/machinery/rng
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name = "byond random number generator"
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desc = "A strange machine supposedly from another world. The Wizard Federation has been meddling with it for years."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/katana
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name = "seppuku katana"
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density = 0
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desc = "Welp, only one way to recover your honour."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "katana"
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//Deconstructing
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//Showcases can be any sprite, so it makes sense that they can't be constructed.
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//However if a player wants to move an existing showcase or remove one, this is for that.
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/obj/structure/showcase/screwdriver_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
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to_chat(user, span_notice("You screw the screws back into the showcase."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_CONSTRUCTED
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else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
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to_chat(user, span_notice("You unscrew the screws."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_SCREWDRIVERED
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/showcase/crowbar_act(mob/living/user, obj/item/tool)
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if(!tool.use_tool(src, user, 2 SECONDS, volume=100))
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return
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to_chat(user, span_notice("You start to crowbar the showcase apart..."))
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new /obj/item/stack/sheet/iron(drop_location(), 4)
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qdel(src)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/showcase/wrench_act(mob/living/user, obj/item/tool)
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if(deconstruction_state != SHOWCASE_CONSTRUCTED)
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return FALSE
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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//Feedback is given in examine because showcases can basically have any sprite assigned to them
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/obj/structure/showcase/examine(mob/user)
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. = ..()
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switch(deconstruction_state)
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if(SHOWCASE_CONSTRUCTED)
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. += "It's fully constructed."
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if(SHOWCASE_SCREWDRIVERED)
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. += "It has its screws loosened."
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else
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. += "If you see this, something is wrong."
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#undef SHOWCASE_CONSTRUCTED
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#undef SHOWCASE_SCREWDRIVERED
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