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Bubberstation/code/game/objects/structures/construction_console/construction_console.dm
SkyratBot 65b8082678 [MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support

* awooga

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 21:57:49 +00:00

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/**
* Camera console used to control a base building drone
*
* Using this console will put the user in control of a [base building drone][/mob/camera/ai_eye/remote/base_construction].
* The drone will appear somewhere within the allowed_area var, or if no area is specified, at the location of the console.area
* Upon interacting, the user will be granted a set of base building actions that will generally be carried out at the drone's location.
* To create a new base builder system, this class should be the only thing that needs to be subtyped.
*
*/
/obj/machinery/computer/camera_advanced/base_construction
name = "generic base construction console"
desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
networks = list("ss13")
circuit = /obj/item/circuitboard/computer/base_construction
off_action = /datum/action/innate/camera_off/base_construction
jump_action = null
icon_screen = "mining"
icon_keyboard = "rd_key"
light_color = LIGHT_COLOR_PINK
///Area that the eyeobj will be constrained to. If null, eyeobj will be able to build and move anywhere.
var/area/allowed_area
///Assoc. list ("structure_name" : count) that keeps track of the number of special structures that can't be built with an RCD, for example, tiny fans or turrets.
var/list/structures = list()
///Internal RCD. Some construction actions rely on having this.
var/obj/item/construction/rcd/internal/internal_rcd
/obj/machinery/computer/camera_advanced/base_construction/Initialize(mapload)
. = ..()
//Populate the actions list with the different action objects that will be granted to console users
populate_actions_list()
//Map spawned consoles will automatically restock their materials
if(mapload)
restock_materials()
/**
* Fill the construction_actios list with actions
*
* Instantiate each action object that we'll be giving to users of
* this console, and put it in the actions list
*/
/obj/machinery/computer/camera_advanced/base_construction/proc/populate_actions_list()
return
/**
* Reload materials used by the console
*
* Restocks any materials used by the base construction console.
* This might mean refilling the internal RCD (should it be initialized), or
* giving the structures list default values.
*/
/obj/machinery/computer/camera_advanced/base_construction/proc/restock_materials()
return
///Find a spawn location for the eyeobj. If no allowed_area is defined, spawn ontop of the console.
/obj/machinery/computer/camera_advanced/base_construction/proc/find_spawn_spot()
if (allowed_area)
return pick(get_area_turfs(allowed_area))
return get_turf(src)
/obj/machinery/computer/camera_advanced/base_construction/CreateEye()
var/turf/spawn_spot = find_spawn_spot()
if (!spawn_spot)
return FALSE
eyeobj = new /mob/camera/ai_eye/remote/base_construction(spawn_spot, src)
eyeobj.origin = src
return TRUE
/obj/machinery/computer/camera_advanced/base_construction/attackby(obj/item/W, mob/user, params)
//If we have an internal RCD, we can refill it by slapping the console with some materials
if(internal_rcd && (istype(W, /obj/item/rcd_ammo) || istype(W, /obj/item/stack/sheet)))
internal_rcd.attackby(W, user, params)
else
return ..()
/obj/machinery/computer/camera_advanced/base_construction/Destroy()
qdel(internal_rcd)
return ..()
///Go through every action object in the construction_action list (which should be fully initialized by now) and grant it to the user.
/obj/machinery/computer/camera_advanced/base_construction/GrantActions(mob/living/user)
..()
//When the eye is in use, make it visible to players so they know when someone is building.
eyeobj.invisibility = 0
/obj/machinery/computer/camera_advanced/base_construction/remove_eye_control(mob/living/user)
..()
//Hide the eye when not in use.
eyeobj.invisibility = INVISIBILITY_MAXIMUM
/**
* A mob used by [/obj/machinery/computer/camera_advanced/base_construction] for building in specific areas.
*
* Controlled by a user who is using a base construction console.
* The user will be granted a set of building actions by the console, and the actions will be carried out by this mob.
* The mob is constrained to a given area defined by the base construction console.
*
*/
/mob/camera/ai_eye/remote/base_construction
name = "construction holo-drone"
//Allows any curious crew to watch the base after it leaves. (This is safe as the base cannot be modified once it leaves)
move_on_shuttle = TRUE
icon = 'icons/obj/mining.dmi'
icon_state = "construction_drone"
///Reference to the camera console controlling this drone
var/obj/machinery/computer/camera_advanced/base_construction/linked_console
/mob/camera/ai_eye/remote/base_construction/Initialize(mapload, obj/machinery/computer/camera_advanced/console_link)
linked_console = console_link
if(!linked_console)
stack_trace("A base consturuction drone was created with no linked console")
return INITIALIZE_HINT_QDEL
return ..()
/mob/camera/ai_eye/remote/base_construction/setLoc(turf/destination, force_update = FALSE)
var/area/curr_area = get_area(destination)
//Only move if we're in the allowed area. If no allowed area is defined, then we're free to move wherever.
if(!linked_console.allowed_area || istype(curr_area, linked_console.allowed_area))
return ..()
/mob/camera/ai_eye/remote/base_construction/relaymove(mob/living/user, direction)
//This camera eye is visible, and as such needs to keep it's dir updated
dir = direction
return ..()
///[Base console's][/obj/machinery/computer/camera_advanced/base_construction] internal RCD. Has a large material capacity and a fast buildspeed.
/obj/item/construction/rcd/internal
name = "internal RCD"
max_matter = 600
no_ammo_message = "<span class='warning'>Internal matter exhausted. Please add additional materials.</span>"
delay_mod = 0.5