Files
Bubberstation/code/game/objects/items/RCD.dm
SkyratBot 28472fa8f3 [MIRROR] Moves screen objects from mob to hud (#1336)
* Moves screen objects from mob to hud (#54400)

This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find

* Moves screen objects from mob to hud

* Update radial.dm

Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-16 03:37:54 +02:00

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#define GLOW_MODE 3
#define LIGHT_MODE 2
#define REMOVE_MODE 1
/*
CONTAINS:
RCD
ARCD
RLD
*/
/obj/item/construction
name = "not for ingame use"
desc = "A device used to rapidly build and deconstruct. Reload with metal, plasteel, glass or compressed matter cartridges."
opacity = FALSE
density = FALSE
anchored = FALSE
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
force = 0
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
req_access_txt = "11"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
var/max_matter = 100
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
var/has_ammobar = FALSE //controls whether or not does update_icon apply ammo indicator overlays
var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
/// Bitflags for upgrades
var/upgrade = NONE
/// Bitflags for banned upgrades
var/banned_upgrades = NONE
var/datum/component/remote_materials/silo_mats //remote connection to the silo
var/silo_link = FALSE //switch to use internal or remote storage
/obj/item/construction/Initialize(mapload)
. = ..()
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
if(upgrade & RCD_UPGRADE_SILO_LINK)
silo_mats = AddComponent(/datum/component/remote_materials, "RCD", mapload, FALSE)
/obj/item/construction/examine(mob/user)
. = ..()
. += "It currently holds [matter]/[max_matter] matter-units."
if(upgrade & RCD_UPGRADE_SILO_LINK)
. += "Remote storage link state: [silo_link ? "[silo_mats.on_hold() ? "ON HOLD" : "ON"]" : "OFF"]."
if(silo_link && silo_mats.mat_container && !silo_mats.on_hold())
. += "Remote connection has iron in equivalent to [silo_mats.mat_container.get_material_amount(/datum/material/iron)/500] RCD unit\s." //1 matter for 1 floor tile, as 4 tiles are produced from 1 metal
/obj/item/construction/Destroy()
QDEL_NULL(spark_system)
silo_mats = null
return ..()
/obj/item/construction/pre_attack(atom/target, mob/user, params)
if(istype(target, /obj/item/rcd_upgrade))
install_upgrade(target, user)
return TRUE
if(insert_matter(target, user))
return TRUE
return ..()
/obj/item/construction/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/rcd_upgrade))
install_upgrade(W, user)
return TRUE
if(insert_matter(W, user))
return TRUE
return ..()
/// Installs an upgrade into the RCD checking if it is already installed, or if it is a banned upgrade
/obj/item/construction/proc/install_upgrade(obj/item/rcd_upgrade/rcd_up, mob/user)
if(rcd_up.upgrade & upgrade)
to_chat(user, "<span class='warning'>[src] has already installed this upgrade!</span>")
return
if(rcd_up.upgrade & banned_upgrades)
to_chat(user, "<span class='warning'>[src] can't install this upgrade!</span>")
return
upgrade |= rcd_up.upgrade
if((rcd_up.upgrade & RCD_UPGRADE_SILO_LINK) && !silo_mats)
silo_mats = AddComponent(/datum/component/remote_materials, "RCD", FALSE, FALSE)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
qdel(rcd_up)
/// Inserts matter into the RCD allowing it to build
/obj/item/construction/proc/insert_matter(obj/O, mob/user)
if(iscyborg(user))
return FALSE
var/loaded = FALSE
if(istype(O, /obj/item/rcd_ammo))
var/obj/item/rcd_ammo/R = O
var/load = min(R.ammoamt, max_matter - matter)
if(load <= 0)
to_chat(user, "<span class='warning'>[src] can't hold any more matter-units!</span>")
return FALSE
R.ammoamt -= load
if(R.ammoamt <= 0)
qdel(R)
matter += load
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
loaded = TRUE
else if(istype(O, /obj/item/stack))
loaded = loadwithsheets(O, user)
if(loaded)
to_chat(user, "<span class='notice'>[src] now holds [matter]/[max_matter] matter-units.</span>")
update_icon() //ensures that ammo counters (if present) get updated
return loaded
/obj/item/construction/proc/loadwithsheets(obj/item/stack/S, mob/user)
var/value = S.matter_amount
if(value <= 0)
to_chat(user, "<span class='notice'>You can't insert [S.name] into [src]!</span>")
return FALSE
var/maxsheets = round((max_matter-matter)/value) //calculate the max number of sheets that will fit in RCD
if(maxsheets > 0)
var/amount_to_use = min(S.amount, maxsheets)
S.use(amount_to_use)
matter += value*amount_to_use
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
to_chat(user, "<span class='notice'>You insert [amount_to_use] [S.name] sheets into [src]. </span>")
return TRUE
to_chat(user, "<span class='warning'>You can't insert any more [S.name] sheets into [src]!</span>")
return FALSE
/obj/item/construction/proc/activate()
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
/obj/item/construction/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
if(prob(20))
spark_system.start()
/obj/item/construction/proc/useResource(amount, mob/user)
if(!silo_mats || !silo_link)
if(matter < amount)
if(user)
to_chat(user, no_ammo_message)
return FALSE
matter -= amount
update_icon()
return TRUE
else
if(silo_mats.on_hold())
if(user)
to_chat(user, "<span class='alert'>Mineral access is on hold, please contact the quartermaster.</span>")
return FALSE
if(!silo_mats.mat_container)
to_chat(user, "<span class='alert'>No silo link detected. Connect to silo via multitool.</span>")
return FALSE
if(!silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount))
if(user)
to_chat(user, no_ammo_message)
return FALSE
var/list/materials = list()
materials[SSmaterials.GetMaterialRef(/datum/material/iron)] = 500
silo_mats.mat_container.use_materials(materials, amount)
silo_mats.silo_log(src, "consume", -amount, "build", materials)
return TRUE
/obj/item/construction/proc/checkResource(amount, mob/user)
if(!silo_link || !silo_mats || !silo_mats.mat_container)
. = matter >= amount
else
if(silo_mats.on_hold())
if(user)
to_chat(user, "<span class='alert'>Mineral access is on hold, please contact the quartermaster.</span>")
return FALSE
. = silo_mats.mat_container.has_materials(list(/datum/material/iron = 500), amount)
if(!. && user)
to_chat(user, no_ammo_message)
if(has_ammobar)
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(!(A in view(7, get_turf(user))))
to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
return FALSE
else
return TRUE
/obj/item/construction/proc/prox_check(proximity)
if(proximity)
return TRUE
else
return FALSE
/obj/item/construction/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/rcd
name = "rapid-construction-device (RCD)"
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
worn_icon_state = "RCD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_premium_price = 1700
max_matter = 160
slot_flags = ITEM_SLOT_BELT
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
has_ammobar = TRUE
var/mode = RCD_FLOORWALL
var/ranged = FALSE
var/computer_dir = 1
var/airlock_type = /obj/machinery/door/airlock
var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use
var/window_type = /obj/structure/window/fulltile
var/window_glass = RCD_WINDOW_NORMAL
var/window_size = RCD_WINDOW_FULLTILE
var/furnish_type = /obj/structure/chair
var/furnish_cost = 8
var/furnish_delay = 10
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
var/delay_mod = 1
var/canRturf = FALSE //Variable for R walls to deconstruct them
/// Integrated airlock electronics for setting access to a newly built airlocks
var/obj/item/electronics/airlock/airlock_electronics
/obj/item/construction/rcd/suicide_act(mob/user)
user.visible_message("<span class='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..</span>")
return (BRUTELOSS)
/obj/item/construction/rcd/verb/toggle_window_glass_verb()
set name = "RCD : Toggle Window Glass"
set category = "Object"
set src in view(1)
if(!usr.canUseTopic(src, BE_CLOSE))
return
toggle_window_glass(usr)
/obj/item/construction/rcd/verb/toggle_window_size_verb()
set name = "RCD : Toggle Window Size"
set category = "Object"
set src in view(1)
if(!usr.canUseTopic(src, BE_CLOSE))
return
toggle_window_size(usr)
/// Toggles the usage of reinforced or normal glass
/obj/item/construction/rcd/proc/toggle_window_glass(mob/user)
if (window_glass != RCD_WINDOW_REINFORCED)
set_window_type(user, RCD_WINDOW_REINFORCED, window_size)
return
set_window_type(user, RCD_WINDOW_NORMAL, window_size)
/// Toggles the usage of directional or full tile windows
/obj/item/construction/rcd/proc/toggle_window_size(mob/user)
if (window_size != RCD_WINDOW_DIRECTIONAL)
set_window_type(user, window_glass, RCD_WINDOW_DIRECTIONAL)
return
set_window_type(user, window_glass, RCD_WINDOW_FULLTILE)
/// Sets the window type to be created based on parameters
/obj/item/construction/rcd/proc/set_window_type(mob/user, glass, size)
window_glass = glass
window_size = size
if(window_glass == RCD_WINDOW_REINFORCED)
if(window_size == RCD_WINDOW_DIRECTIONAL)
window_type = /obj/structure/window/reinforced
else
window_type = /obj/structure/window/reinforced/fulltile
else
if(window_size == RCD_WINDOW_DIRECTIONAL)
window_type = /obj/structure/window
else
window_type = /obj/structure/window/fulltile
to_chat(user, "<span class='notice'>You change \the [src]'s window mode to [window_size] [window_glass] window.</span>")
/obj/item/construction/rcd/proc/toggle_silo_link(mob/user)
if(silo_mats)
if(!silo_mats.mat_container)
to_chat(user, "<span class='alert'>No silo link detected. Connect to silo via multitool.</span>")
return FALSE
silo_link = !silo_link
to_chat(user, "<span class='notice'>You change \the [src]'s storage link state: [silo_link ? "ON" : "OFF"].</span>")
else
to_chat(user, "<span class='warning'>\the [src] doesn't have remote storage connection.</span>")
/obj/item/construction/rcd/proc/get_airlock_image(airlock_type)
var/obj/machinery/door/airlock/proto = airlock_type
var/ic = initial(proto.icon)
var/mutable_appearance/MA = mutable_appearance(ic, "closed")
if(!initial(proto.glass))
MA.overlays += "fill_closed"
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
var/list/computer_dirs = list(
"NORTH" = image(icon = 'icons/hud/radial.dmi', icon_state = "cnorth"),
"EAST" = image(icon = 'icons/hud/radial.dmi', icon_state = "ceast"),
"SOUTH" = image(icon = 'icons/hud/radial.dmi', icon_state = "csouth"),
"WEST" = image(icon = 'icons/hud/radial.dmi', icon_state = "cwest")
)
var/computerdirs = show_radial_menu(user, src, computer_dirs, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(computerdirs)
if("NORTH")
computer_dir = 1
if("EAST")
computer_dir = 4
if("SOUTH")
computer_dir = 2
if("WEST")
computer_dir = 8
/obj/item/construction/rcd/proc/change_airlock_setting(mob/user)
if(!user)
return
var/list/solid_or_glass_choices = list(
"Solid" = get_airlock_image(/obj/machinery/door/airlock),
"Glass" = get_airlock_image(/obj/machinery/door/airlock/glass),
"Windoor" = image(icon = 'icons/hud/radial.dmi', icon_state = "windoor"),
"Secure Windoor" = image(icon = 'icons/hud/radial.dmi', icon_state = "secure_windoor")
)
var/list/solid_choices = list(
"Standard" = get_airlock_image(/obj/machinery/door/airlock),
"Public" = get_airlock_image(/obj/machinery/door/airlock/public),
"Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering),
"Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos),
"Security" = get_airlock_image(/obj/machinery/door/airlock/security),
"Command" = get_airlock_image(/obj/machinery/door/airlock/command),
"Medical" = get_airlock_image(/obj/machinery/door/airlock/medical),
"Research" = get_airlock_image(/obj/machinery/door/airlock/research),
"Freezer" = get_airlock_image(/obj/machinery/door/airlock/freezer),
"Virology" = get_airlock_image(/obj/machinery/door/airlock/virology),
"Mining" = get_airlock_image(/obj/machinery/door/airlock/mining),
"Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance),
"External" = get_airlock_image(/obj/machinery/door/airlock/external),
"External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external),
"Airtight Hatch" = get_airlock_image(/obj/machinery/door/airlock/hatch),
"Maintenance Hatch" = get_airlock_image(/obj/machinery/door/airlock/maintenance_hatch)
)
var/list/glass_choices = list(
"Standard" = get_airlock_image(/obj/machinery/door/airlock/glass),
"Public" = get_airlock_image(/obj/machinery/door/airlock/public/glass),
"Engineering" = get_airlock_image(/obj/machinery/door/airlock/engineering/glass),
"Atmospherics" = get_airlock_image(/obj/machinery/door/airlock/atmos/glass),
"Security" = get_airlock_image(/obj/machinery/door/airlock/security/glass),
"Command" = get_airlock_image(/obj/machinery/door/airlock/command/glass),
"Medical" = get_airlock_image(/obj/machinery/door/airlock/medical/glass),
"Research" = get_airlock_image(/obj/machinery/door/airlock/research/glass),
"Virology" = get_airlock_image(/obj/machinery/door/airlock/virology/glass),
"Mining" = get_airlock_image(/obj/machinery/door/airlock/mining/glass),
"Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/glass),
"External" = get_airlock_image(/obj/machinery/door/airlock/external/glass),
"External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external/glass)
)
var/airlockcat = show_radial_menu(user, src, solid_or_glass_choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src, solid_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
if("Standard")
airlock_type = /obj/machinery/door/airlock
if("Public")
airlock_type = /obj/machinery/door/airlock/public
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/security
if("Command")
airlock_type = /obj/machinery/door/airlock/command
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical
if("Research")
airlock_type = /obj/machinery/door/airlock/research
if("Freezer")
airlock_type = /obj/machinery/door/airlock/freezer
if("Virology")
airlock_type = /obj/machinery/door/airlock/virology
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance
if("External")
airlock_type = /obj/machinery/door/airlock/external
if("External Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/external
if("Airtight Hatch")
airlock_type = /obj/machinery/door/airlock/hatch
if("Maintenance Hatch")
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
airlock_glass = FALSE
else
airlock_type = /obj/machinery/door/airlock
airlock_glass = FALSE
if("Glass")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src , glass_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
if("Standard")
airlock_type = /obj/machinery/door/airlock/glass
if("Public")
airlock_type = /obj/machinery/door/airlock/public/glass
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering/glass
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos/glass
if("Security")
airlock_type = /obj/machinery/door/airlock/security/glass
if("Command")
airlock_type = /obj/machinery/door/airlock/command/glass
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical/glass
if("Research")
airlock_type = /obj/machinery/door/airlock/research/glass
if("Virology")
airlock_type = /obj/machinery/door/airlock/virology/glass
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining/glass
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/glass
if("External")
airlock_type = /obj/machinery/door/airlock/external/glass
if("External Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance/external/glass
airlock_glass = TRUE
else
airlock_type = /obj/machinery/door/airlock/glass
airlock_glass = TRUE
if("Windoor")
airlock_type = /obj/machinery/door/window
airlock_glass = TRUE
if("Secure Windoor")
airlock_type = /obj/machinery/door/window/brigdoor
airlock_glass = TRUE
else
airlock_type = /obj/machinery/door/airlock
airlock_glass = FALSE
/// Radial menu for choosing the object you want to be created with the furnishing mode
/obj/item/construction/rcd/proc/change_furnishing_type(mob/user)
if(!user)
return
var/static/list/choices = list(
"Chair" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair"),
"Stool" = image(icon = 'icons/hud/radial.dmi', icon_state = "stool"),
"Table" = image(icon = 'icons/hud/radial.dmi', icon_state = "table"),
"Glass Table" = image(icon = 'icons/hud/radial.dmi', icon_state = "glass_table")
)
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(choice)
if("Chair")
furnish_type = /obj/structure/chair
furnish_cost = 8
furnish_delay = 10
if("Stool")
furnish_type = /obj/structure/chair/stool
furnish_cost = 8
furnish_delay = 10
if("Table")
furnish_type = /obj/structure/table
furnish_cost = 16
furnish_delay = 20
if("Glass Table")
furnish_type = /obj/structure/table/glass
furnish_cost = 16
furnish_delay = 20
/obj/item/construction/rcd/proc/rcd_create(atom/A, mob/user)
var/list/rcd_results = A.rcd_vals(user, src)
if(!rcd_results)
return FALSE
var/delay = rcd_results["delay"] * delay_mod
var/obj/effect/constructing_effect/rcd_effect = new(get_turf(A), delay, src.mode)
if(checkResource(rcd_results["cost"], user))
if(do_after(user, delay, target = A))
if(checkResource(rcd_results["cost"], user))
if(A.rcd_act(user, src, rcd_results["mode"]))
rcd_effect.end_animation()
useResource(rcd_results["cost"], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
return TRUE
qdel(rcd_effect)
/obj/item/construction/rcd/Initialize()
. = ..()
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/attack_self(mob/user)
..()
var/list/choices = list(
"Airlock" = image(icon = 'icons/hud/radial.dmi', icon_state = "airlock"),
"Deconstruct" = image(icon= 'icons/hud/radial.dmi', icon_state = "delete"),
"Grilles & Windows" = image(icon = 'icons/hud/radial.dmi', icon_state = "grillewindow"),
"Floors & Walls" = image(icon = 'icons/hud/radial.dmi', icon_state = "wallfloor")
)
if(upgrade & RCD_UPGRADE_FRAMES)
choices += list(
"Machine Frames" = image(icon = 'icons/hud/radial.dmi', icon_state = "machine"),
"Computer Frames" = image(icon = 'icons/hud/radial.dmi', icon_state = "computer_dir"),
)
if(upgrade & RCD_UPGRADE_SILO_LINK)
choices += list(
"Silo Link" = image(icon = 'icons/obj/mining.dmi', icon_state = "silo"),
)
if(upgrade & RCD_UPGRADE_FURNISHING)
choices += list(
"Furnishing" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair")
)
if(mode == RCD_AIRLOCK)
choices += list(
"Change Access" = image(icon = 'icons/hud/radial.dmi', icon_state = "access"),
"Change Airlock Type" = image(icon = 'icons/hud/radial.dmi', icon_state = "airlocktype")
)
else if(mode == RCD_WINDOWGRILLE)
choices += list(
"Change Window Glass" = image(icon = 'icons/hud/radial.dmi', icon_state = "windowtype"),
"Change Window Size" = image(icon = 'icons/hud/radial.dmi', icon_state = "windowsize")
)
else if(mode == RCD_FURNISHING)
choices += list(
"Change Furnishing Type" = image(icon = 'icons/hud/radial.dmi', icon_state = "chair")
)
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(choice)
if("Floors & Walls")
mode = RCD_FLOORWALL
if("Airlock")
mode = RCD_AIRLOCK
if("Deconstruct")
mode = RCD_DECONSTRUCT
if("Grilles & Windows")
mode = RCD_WINDOWGRILLE
if("Machine Frames")
mode = RCD_MACHINE
if("Furnishing")
mode = RCD_FURNISHING
if("Computer Frames")
mode = RCD_COMPUTER
change_computer_dir(user)
return
if("Change Access")
airlock_electronics.ui_interact(user)
return
if("Change Airlock Type")
change_airlock_setting(user)
return
if("Change Window Glass")
toggle_window_glass(user)
return
if("Change Window Size")
toggle_window_size(user)
return
if("Change Furnishing Type")
change_furnishing_type(user)
return
if("Silo Link")
toggle_silo_link(user)
return
else
return
playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>You change RCD's mode to '[choice]'.</span>")
/obj/item/construction/rcd/proc/target_check(atom/A, mob/user) // only returns true for stuff the device can actually work with
if((isturf(A) && A.density && mode==RCD_DECONSTRUCT) || (isturf(A) && !A.density) || (istype(A, /obj/machinery/door/airlock) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/grille) || (istype(A, /obj/structure/window) && mode==RCD_DECONSTRUCT) || istype(A, /obj/structure/girder))
return TRUE
else
return FALSE
/obj/item/construction/rcd/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!prox_check(proximity))
return
rcd_create(A, user)
/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/detonate_pulse_explode), 50)
/obj/item/construction/rcd/proc/detonate_pulse_explode()
explosion(src, 0, 0, 3, 1, flame_range = 1)
qdel(src)
/obj/item/construction/rcd/update_overlays()
. = ..()
if(has_ammobar)
var/ratio = CEILING((matter / max_matter) * ammo_sections, 1)
. += "[icon_state]_charge[ratio]"
/obj/item/construction/rcd/Initialize()
. = ..()
update_icon()
/obj/item/construction/rcd/borg
no_ammo_message = "<span class='warning'>Insufficient charge.</span>"
desc = "A device used to rapidly build walls and floors."
canRturf = TRUE
banned_upgrades = RCD_UPGRADE_SILO_LINK
var/energyfactor = 72
/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)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs
if(!. && user)
to_chat(user, no_ammo_message)
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)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.charge >= (amount * energyfactor)
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/borg/syndicate
icon_state = "ircd"
inhand_icon_state = "ircd"
energyfactor = 66
/obj/item/construction/rcd/loaded
matter = 160
/obj/item/construction/rcd/combat
name = "industrial RCD"
icon_state = "ircd"
inhand_icon_state = "ircd"
max_matter = 500
matter = 500
canRturf = TRUE
/obj/item/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
inhand_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=12000, /datum/material/glass=8000)
var/ammoamt = 40
/obj/item/rcd_ammo/large
custom_materials = list(/datum/material/iron=48000, /datum/material/glass=32000)
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
// Ranged RCD
/obj/item/construction/rcd/arcd
name = "advanced rapid-construction-device (ARCD)"
desc = "A prototype RCD with ranged capability and extended capacity. Reload with metal, plasteel, glass or compressed matter cartridges."
max_matter = 300
matter = 300
delay_mod = 0.6
ranged = TRUE
icon_state = "arcd"
inhand_icon_state = "oldrcd"
has_ammobar = FALSE
/obj/item/construction/rcd/arcd/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
if(target_check(A,user))
user.Beam(A,icon_state="rped_upgrade",time=30)
rcd_create(A,user)
// RAPID LIGHTING DEVICE
/obj/item/construction/rld
name = "Rapid Lighting Device (RLD)"
desc = "A device used to rapidly provide lighting sources to an area. Reload with metal, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld-5"
worn_icon_state = "RPD"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 200
max_matter = 200
var/matter_divisor = 35
var/mode = LIGHT_MODE
slot_flags = ITEM_SLOT_BELT
actions_types = list(/datum/action/item_action/pick_color)
var/wallcost = 10
var/floorcost = 15
var/launchcost = 5
var/deconcost = 10
var/walldelay = 10
var/floordelay = 10
var/decondelay = 15
var/color_choice = null
/obj/item/construction/rld/ui_action_click(mob/user, datum/action/A)
if(istype(A, /datum/action/item_action/pick_color))
color_choice = input(user,"","Choose Color",color_choice) as color
else
..()
/obj/item/construction/rld/update_icon_state()
icon_state = "rld-[round(matter/matter_divisor)]"
/obj/item/construction/rld/attack_self(mob/user)
..()
switch(mode)
if(REMOVE_MODE)
mode = LIGHT_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Permanent Light Construction'.</span>")
if(LIGHT_MODE)
mode = GLOW_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Light Launcher'.</span>")
if(GLOW_MODE)
mode = REMOVE_MODE
to_chat(user, "<span class='notice'>You change RLD's mode to 'Deconstruct'.</span>")
/obj/item/construction/rld/proc/checkdupes(target)
. = list()
var/turf/checking = get_turf(target)
for(var/obj/machinery/light/dupe in checking)
if(istype(dupe, /obj/machinery/light))
. |= dupe
/obj/item/construction/rld/afterattack(atom/A, mob/user)
. = ..()
if(!range_check(A,user))
return
var/turf/start = get_turf(src)
switch(mode)
if(REMOVE_MODE)
if(istype(A, /obj/machinery/light/))
if(checkResource(deconcost, user))
to_chat(user, "<span class='notice'>You start deconstructing [A]...</span>")
user.Beam(A,icon_state="light_beam",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
if(do_after(user, decondelay, target = A))
if(!useResource(deconcost, user))
return FALSE
activate()
qdel(A)
return TRUE
return FALSE
if(LIGHT_MODE)
if(iswallturf(A))
var/turf/closed/wall/W = A
if(checkResource(floorcost, user))
to_chat(user, "<span class='notice'>You start building a wall light...</span>")
user.Beam(A,icon_state="light_beam",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, FALSE)
if(do_after(user, floordelay, target = A))
if(!istype(W))
return FALSE
var/list/candidates = list()
var/turf/open/winner = null
var/winning_dist = null
for(var/direction in GLOB.cardinals)
var/turf/C = get_step(W, direction)
var/list/dupes = checkdupes(C)
if((isspaceturf(C) || TURF_SHARES(C)) && !dupes.len)
candidates += C
if(!candidates.len)
to_chat(user, "<span class='warning'>Valid target not found...</span>")
playsound(src.loc, 'sound/misc/compiler-failure.ogg', 30, TRUE)
return FALSE
for(var/turf/open/O in candidates)
if(istype(O))
var/x0 = O.x
var/y0 = O.y
var/contender = cheap_hypotenuse(start.x, start.y, x0, y0)
if(!winner)
winner = O
winning_dist = contender
else
if(contender < winning_dist) // lower is better
winner = O
winning_dist = contender
activate()
if(!useResource(wallcost, user))
return FALSE
var/light = get_turf(winner)
var/align = get_dir(winner, A)
var/obj/machinery/light/L = new /obj/machinery/light(light)
L.setDir(align)
L.color = color_choice
L.set_light_color(L.color)
return TRUE
return FALSE
if(isfloorturf(A))
var/turf/open/floor/F = A
if(checkResource(floorcost, user))
to_chat(user, "<span class='notice'>You start building a floor light...</span>")
user.Beam(A,icon_state="light_beam",time=15)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
playsound(src.loc, 'sound/effects/light_flicker.ogg', 50, TRUE)
if(do_after(user, floordelay, target = A))
if(!istype(F))
return FALSE
if(!useResource(floorcost, user))
return FALSE
activate()
var/destination = get_turf(A)
var/obj/machinery/light/floor/FL = new /obj/machinery/light/floor(destination)
FL.color = color_choice
FL.set_light_color(FL.color)
return TRUE
return FALSE
if(GLOW_MODE)
if(useResource(launchcost, user))
activate()
to_chat(user, "<span class='notice'>You fire a glowstick!</span>")
var/obj/item/flashlight/glowstick/G = new /obj/item/flashlight/glowstick(start)
G.color = color_choice
G.set_light_color(G.color)
G.throw_at(A, 9, 3, user)
G.on = TRUE
G.update_brightness()
return TRUE
return FALSE
/obj/item/construction/rld/mini
name = "mini-rapid-light-device (MRLD)"
desc = "A device used to rapidly provide lighting sources to an area. Reload with metal, plasteel, glass or compressed matter cartridges."
icon = 'icons/obj/tools.dmi'
icon_state = "rld-5"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
matter = 100
max_matter = 100
matter_divisor = 20
///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"
worn_icon_state = "plumbing"
icon = 'icons/obj/tools.dmi'
slot_flags = ITEM_SLOT_BELT
matter = 200
max_matter = 200
///type of the plumbing machine
var/blueprint = null
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/choices = list()
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/name_to_type = list()
///All info for construction
var/list/machinery_data = list("cost" = list())
///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
/obj/item/construction/plumbing/Initialize(mapload)
. = ..()
set_plumbing_designs()
/obj/item/construction/plumbing/attack_self(mob/user)
..()
if(!choices.len)
for(var/A in plumbing_design_types)
var/obj/machinery/plumbing/M = A
choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state)))
name_to_type[initial(M.name)] = M
machinery_data["cost"][A] = plumbing_design_types[A]
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
blueprint = name_to_type[choice]
playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>You change [name]s blueprint to '[choice]'.</span>")
///Set the list of designs this plumbing rcd can make
/obj/item/construction/plumbing/proc/set_plumbing_designs()
plumbing_design_types = list(
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/output = 5,
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
/obj/machinery/plumbing/bottler = 50,
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/fermenter = 30,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/pill_press = 20,
/obj/machinery/plumbing/liquid_pump = 35,
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/synthesizer = 15,
/obj/machinery/plumbing/sender = 20
)
///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/A, mob/user)
if(!machinery_data || !isopenturf(A))
return FALSE
if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
//"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.
if(do_after(user, machinery_data["cost"][blueprint], target = A))
if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A))
useResource(machinery_data["cost"][blueprint], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
new blueprint (A, FALSE, FALSE)
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/T)
if(!isopenturf(T))
return FALSE
. = TRUE
for(var/obj/O in T.contents)
if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
return FALSE
/obj/item/construction/plumbing/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!prox_check(proximity))
return
if(istype(A, /obj/machinery/plumbing))
var/obj/machinery/plumbing/P = A
if(P.anchored)
to_chat(user, "<span class='warning'>The [P.name] needs to be unanchored!</span>")
return
if(do_after(user, 20, target = P))
P.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
else
create_machine(A, user)
/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"
has_ammobar = TRUE
/obj/item/construction/plumbing/research/set_plumbing_designs()
plumbing_design_types = list(
/obj/machinery/plumbing/input = 5,
/obj/machinery/plumbing/output = 5,
/obj/machinery/plumbing/tank = 20,
/obj/machinery/plumbing/acclimator = 10,
/obj/machinery/plumbing/filter = 5,
/obj/machinery/plumbing/grinder_chemical = 30,
/obj/machinery/plumbing/reaction_chamber = 15,
/obj/machinery/plumbing/splitter = 5,
/obj/machinery/plumbing/disposer = 10,
/obj/machinery/plumbing/growing_vat = 20
)
/obj/item/rcd_upgrade
name = "RCD advanced design disk"
desc = "It seems to be empty."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
var/upgrade
/obj/item/rcd_upgrade/frames
desc = "It contains the design for machine frames and computer frames."
upgrade = RCD_UPGRADE_FRAMES
/obj/item/rcd_upgrade/simple_circuits
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
/obj/item/rcd_upgrade/silo_link
desc = "It contains direct silo connection RCD upgrade."
upgrade = RCD_UPGRADE_SILO_LINK
/obj/item/rcd_upgrade/furnishing
desc = "It contains the design for chairs, stools, tables, and glass tables."
upgrade = RCD_UPGRADE_FURNISHING
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE