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## About The Pull Request - The time from which the boulder is picked to when it's teleported onto the conveyer belt is 1.5 seconds. During that time the boulder could get deleted due to many factors and we lose our materials. No one like's that that so now both steps are combined into 1 proc so we no longer loose boulders during teleportation. - Batch processing cooldown was not working when `boulder_processing_max` is > 1. Now it does ## Changelog 🆑 fix: boulders are no longer lost when teleported by the BRM fix: batch processing cooldown works when teleporting multiple boulders /🆑
292 lines
9.5 KiB
Plaintext
292 lines
9.5 KiB
Plaintext
///Sound played when boulders are teleported manually by hand
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#define MANUAL_TELEPORT_SOUND 'sound/machines/mining/manual_teleport.ogg'
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///Sound played when boulders are teleported automatically in process()
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#define AUTO_TELEPORT_SOUND 'sound/machines/mining/auto_teleport.ogg'
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///Time taken to spawn a boulder, also the cooldown applied before the next manual teleportation
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#define TELEPORTATION_TIME (1.5 SECONDS)
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///Cooldown for automatic teleportation after processing boulders_processing_max number of boulders
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#define BATCH_COOLDOWN (3 SECONDS)
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///Special case when we are trying to teleport a boulder but there is already another boulder in our loc
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#define TURF_BLOCKED_BY_BOULDER -1
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/obj/machinery/brm
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name = "boulder retrieval matrix"
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desc = "A teleportation matrix used to retrieve boulders excavated by mining NODEs from ore vents."
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "brm"
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.5
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circuit = /obj/item/circuitboard/machine/brm
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processing_flags = START_PROCESSING_MANUALLY
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anchored = TRUE
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density = TRUE
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/// How many boulders can we process maximum per loop?
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var/boulders_processing_max = 1
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/// Are we trying to actively collect boulders automatically?
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var/toggled_on = FALSE
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///Have we finished processing a full batch of boulders
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var/batch_processing = FALSE
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/// Cooldown used for left click teleportation.
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COOLDOWN_DECLARE(manual_teleport_cooldown)
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/// Cooldown used for automatic teleportation after processing boulders_processing_max number of boulders.
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COOLDOWN_DECLARE(batch_start_cooldown)
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/obj/machinery/brm/Initialize(mapload)
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. = ..()
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register_context()
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/obj/machinery/brm/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = CONTEXTUAL_SCREENTIP_SET
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Teleport single boulder"
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context[SCREENTIP_CONTEXT_RMB] = "Toggle [toggled_on ? "Off" : "On"] automatic boulder retrieval"
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return
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if(!isnull(held_item))
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "" : "Un"] Anchor"
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return
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if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] Panel"
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return
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if(panel_open)
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if(held_item.tool_behaviour == TOOL_CROWBAR)
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context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/brm/examine(mob/user)
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. = ..()
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. += span_notice("The small screen reads there are [span_boldnotice("[SSore_generation.available_boulders.len] boulders")] available to teleport.")
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. += span_notice("Can collect upto <b>[boulders_processing_max] boulders</b> at a time.")
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. += span_notice("Automatic boulder retrival can be toggled [EXAMINE_HINT("[toggled_on ? "Off" : "On"]")] with [EXAMINE_HINT("Right Click")].")
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if(anchored)
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. += span_notice("Its [EXAMINE_HINT("anchored")] in place.")
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else
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. += span_warning("It needs to be [EXAMINE_HINT("anchored")] to start operations.")
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. += span_notice("Its maintainence panel can be [EXAMINE_HINT("screwed")] [panel_open ? "Closed" : "Open"].")
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if(panel_open)
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. += span_notice("The whole machine can be [EXAMINE_HINT("pried")] apart.")
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/obj/machinery/brm/update_icon_state()
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icon_state = initial(icon_state)
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if(!anchored || !is_operational || machine_stat & (BROKEN | NOPOWER) || panel_open)
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icon_state = "[icon_state]-off"
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return
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if(toggled_on)
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icon_state = "[icon_state]-toggled"
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return
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return ..()
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/obj/machinery/brm/wrench_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
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update_appearance(UPDATE_ICON_STATE)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/brm/screwdriver_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-off", initial(icon_state), tool))
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update_appearance(UPDATE_ICON_STATE)
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return ITEM_INTERACT_SUCCESS
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/obj/machinery/brm/crowbar_act(mob/living/user, obj/item/tool)
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. = ITEM_INTERACT_BLOCKING
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if(default_deconstruction_crowbar(tool))
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return ITEM_INTERACT_SUCCESS
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///To allow boulders on a conveyer belt to move unobstructed if multiple machines are made on a single line
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/obj/machinery/brm/CanAllowThrough(atom/movable/mover, border_dir)
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if(!anchored)
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return FALSE
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if(istype(mover, /obj/item/boulder))
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return TRUE
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return ..()
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/obj/machinery/brm/RefreshParts()
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. = ..()
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boulders_processing_max = 0
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for(var/datum/stock_part/part in component_parts)
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boulders_processing_max += part.tier
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boulders_processing_max = ROUND_UP((boulders_processing_max / 12) * 7)
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/obj/machinery/brm/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(. || panel_open)
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return
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if(!handle_teleport_conditions(user))
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return
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var/result = pre_collect_boulder()
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if(result == TURF_BLOCKED_BY_BOULDER)
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balloon_alert(user, "no space")
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else if(result)
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balloon_alert(user, "teleporting")
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COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
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return TRUE
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/**
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* Handles qualifiers for enabling teleportation of boulders.
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* Returns TRUE if the teleportation can proceed, FALSE otherwise.
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* Arguments
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*
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* * mob/user - the mob to inform if conditions aren't met
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*/
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/obj/machinery/brm/proc/handle_teleport_conditions(mob/user)
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PRIVATE_PROC(TRUE)
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if(!COOLDOWN_FINISHED(src, manual_teleport_cooldown))
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return FALSE
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if(panel_open)
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balloon_alert(user, "close panel first!")
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return FALSE
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if(batch_processing)
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balloon_alert(user, "batch still processing!")
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return FALSE
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playsound(src, MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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/obj/machinery/brm/attack_robot(mob/user)
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. = ..()
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if(. || panel_open)
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return
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if(!handle_teleport_conditions(user))
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return
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var/result = pre_collect_boulder()
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if(result == TURF_BLOCKED_BY_BOULDER)
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balloon_alert(user, "no space")
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else if(result)
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balloon_alert(user, "teleporting")
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COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
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return TRUE
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/obj/machinery/brm/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
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return
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if(!anchored)
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balloon_alert(user, "anchor first!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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toggle_auto_on(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/**
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* Toggles automatic boulder retrieval on.
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* Adjusts the teleportation sound, icon state, and begins processing.
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* Arguments
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*
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* * mob/user - the player who has toggled us
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*/
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/obj/machinery/brm/proc/toggle_auto_on(mob/user)
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PRIVATE_PROC(TRUE)
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if(panel_open)
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balloon_alert(user, "close panel first!")
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return
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if(!anchored)
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balloon_alert(user, "anchor first!")
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return
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if(!is_operational || machine_stat & (BROKEN | NOPOWER))
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return
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toggled_on = ! toggled_on
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if(toggled_on)
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begin_processing()
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else
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end_processing()
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update_appearance(UPDATE_ICON_STATE)
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/obj/machinery/brm/attack_robot_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
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return
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if(!anchored)
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balloon_alert(user, "anchor first!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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toggle_auto_on(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/machinery/brm/process()
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if(!toggled_on)
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return PROCESS_KILL
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//have some cooldown after processing the previous batch of boulders
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if(batch_processing || !COOLDOWN_FINISHED(src, batch_start_cooldown))
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return
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pre_collect_boulder(FALSE, boulders_processing_max)
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/**
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* Begins to collect a boulder from the available boulders list in SSore_generation.
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* Boulders must be in the available boulders list.
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* A selected boulder is picked randomly.
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* Arguments
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*
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* * feedback - should we play sound and display allert if now boulders are available
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* * boulders_remaining - how many boulders we want to try & collect spawning a boulder every TELEPORTATION_TIME seconds
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*/
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/obj/machinery/brm/proc/pre_collect_boulder(feedback = TRUE, boulders_remaining = 1)
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PRIVATE_PROC(TRUE)
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batch_processing = TRUE
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//not within operation parameters
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if(!anchored || panel_open || !is_operational || machine_stat & (BROKEN | NOPOWER))
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batch_processing = FALSE
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return FALSE
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//There is an boulder in our loc. it has be removed so we don't clog up our loc with even more boulders
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if(locate(/obj/item/boulder) in loc)
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batch_processing = FALSE
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return TURF_BLOCKED_BY_BOULDER
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//no more boulders
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if(!SSore_generation.available_boulders.len)
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if(feedback)
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playsound(loc, 'sound/machines/synth_no.ogg', 30 , TRUE)
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balloon_alert_to_viewers("no boulders to collect!")
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batch_processing = FALSE
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return FALSE
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//pick & spawn the boulder
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flick("brm-flash", src)
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playsound(src, toggled_on ? AUTO_TELEPORT_SOUND : MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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var/obj/item/boulder/random_boulder = pick(SSore_generation.available_boulders)
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SSore_generation.available_boulders -= random_boulder
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random_boulder.forceMove(drop_location())
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random_boulder.pixel_x = rand(-2, 2)
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random_boulder.pixel_y = rand(-2, 2)
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balloon_alert_to_viewers("boulder appears!")
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use_power(active_power_usage)
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//try again if we have more boulders to work with
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boulders_remaining -= 1
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if(boulders_remaining <= 0)
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COOLDOWN_START(src, batch_start_cooldown, BATCH_COOLDOWN)
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batch_processing = FALSE
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return TRUE
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else
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addtimer(CALLBACK(src, PROC_REF(pre_collect_boulder), feedback, boulders_remaining, FALSE), TELEPORTATION_TIME)
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#undef MANUAL_TELEPORT_SOUND
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#undef AUTO_TELEPORT_SOUND
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#undef TELEPORTATION_TIME
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#undef BATCH_COOLDOWN
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#undef TURF_BLOCKED_BY_BOULDER
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