Files
Bubberstation/code/game/objects/items/rcd/RCD.dm
T
+16 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00

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/// Multiplier applied on construction & deconstruction time when building multiple structures
#define FREQUENT_USE_DEBUFF_MULTIPLIER 3
//RAPID CONSTRUCTION DEVICE
/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 = PAYCHECK_COMMAND * 2
max_matter = 160
slot_flags = ITEM_SLOT_BELT
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
has_ammobar = TRUE
actions_types = list(/datum/action/item_action/rcd_scan)
/// main category of currently selected design[Structures, Airlocks, Airlock Access]
var/root_category
/// category of currently selected design
var/design_category
/// name of currently selected design
var/design_title
/// type of structure being built, used to decide what variables are used to build what structure
var/mode
/// temporary holder of mode, used to restore mode original value after rcd deconstruction act
var/construction_mode
/// The path of the structure the rcd is currently creating
var/atom/movable/rcd_design_path
///our currently selected direction
var/selected_direction
/// Owner of this rcd. It can either be a construction console, player, or mech.
var/atom/owner
/// used by arcd, can this rcd work from a range
var/ranged = FALSE
/// delay multiplier for all construction types
var/delay_mod = 1
/// variable for R walls to deconstruct them
var/canRturf = FALSE
/// integrated airlock electronics for setting access to a newly built airlocks
var/obj/item/electronics/airlock/airlock_electronics
COOLDOWN_DECLARE(destructive_scan_cooldown)
///number of active rcd effects in use e.g. when building multiple walls at once this value increases
var/current_active_effects = 0
/obj/effect/rcd_hologram
name = "hologram"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/rcd_hologram/Initialize(mapload)
. = ..()
QDEL_IN(src, RCD_HOLOGRAM_FADE_TIME)
/obj/item/construction/rcd/Initialize(mapload)
. = ..()
airlock_electronics = new(src)
airlock_electronics.name = "Access Control"
airlock_electronics.holder = src
root_category = GLOB.rcd_designs[1]
design_category = GLOB.rcd_designs[root_category][1]
var/list/design = GLOB.rcd_designs[root_category][design_category][1]
rcd_design_path = design["[RCD_DESIGN_PATH]"]
design_title = RCD_SPRITESHEET_PATH_KEY(rcd_design_path)
mode = design["[RCD_DESIGN_MODE]"]
construction_mode = mode
GLOB.rcd_list += src
AddElement(/datum/element/openspace_item_click_handler)
/obj/item/construction/rcd/Destroy()
QDEL_NULL(airlock_electronics)
GLOB.rcd_list -= src
. = ..()
/obj/item/construction/rcd/ui_action_click(mob/user, actiontype)
if (!COOLDOWN_FINISHED(src, destructive_scan_cooldown))
to_chat(user, span_warning("[src] lets out a low buzz."))
return
COOLDOWN_START(src, destructive_scan_cooldown, RCD_DESTRUCTIVE_SCAN_COOLDOWN)
rcd_scan(src)
/obj/item/construction/rcd/suicide_act(mob/living/user)
var/turf/T = get_turf(user)
if(!isopenturf(T)) // Oh fuck
user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
mode = RCD_TURF
user.visible_message(span_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!"))
if(checkResource(16, user)) // It takes 16 resources to construct a wall
var/success = T.rcd_act(user, src, list(RCD_DESIGN_MODE = RCD_TURF, RCD_DESIGN_PATH = /turf/open/floor/plating/rcd, RCD_BUILD_DIRECTION = selected_direction))
T = get_turf(user)
// If the RCD placed a floor instead of a wall, having a wall without plating under it is cursed
// There isn't an easy programmatical way to check if rcd_act will place a floor or a wall, so just repeat using it for free
if(success && isopenturf(T))
T.rcd_act(user, src, list(RCD_DESIGN_MODE = RCD_TURF, RCD_DESIGN_PATH = /turf/open/floor/plating/rcd))
useResource(16, user)
activate()
playsound(loc, 'sound/machines/click.ogg', 50, 1)
user.gib(DROP_ALL_REMAINS)
return MANUAL_SUICIDE
user.visible_message(span_suicide("[user] pulls the trigger... But there is not enough ammo!"))
return SHAME
/**
* checks if we can build the structure
* Arguments
*
* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
* * rcd_results- list of params specifically the build type of our structure
* * [mob][user]- the user
*/
/obj/item/construction/rcd/proc/can_place(atom/target, list/rcd_results, mob/user)
var/rcd_mode = rcd_results[RCD_DESIGN_MODE]
var/atom/movable/rcd_structure = rcd_results[RCD_DESIGN_PATH]
/**
*For anything that does not go an a wall we have to make sure that turf is clear for us to put the structure on it
*If we are just trying to destory something then this check is not nessassary
*RCD_WALLFRAME is also returned as the rcd_mode when upgrading apc, airalarm, firealarm using simple circuits upgrade
*/
if(rcd_mode != RCD_WALLFRAME && rcd_mode != RCD_DECONSTRUCT)
var/turf/target_turf = get_turf(target)
//if we are trying to build a window we check for specific edge cases
if(rcd_mode == RCD_WINDOWGRILLE)
var/obj/structure/window/window_type = rcd_structure
var/is_full_tile = initial(window_type.fulltile)
var/list/structures_to_ignore
if(istype(target, /obj/structure/window_frame))
if(is_full_tile) //if we are trying to build full-tile windows we ignore the grille
structures_to_ignore = list(/obj/structure/window_frame)
else //when building directional windows we ignore the grill and other directional windows
structures_to_ignore = list(/obj/structure/window_frame, /obj/structure/window)
else //for directional windows we ignore other directional windows as they can be in diffrent directions on the turf.
structures_to_ignore = list(/obj/structure/window)
//check if we can build our window on the grill
if(target_turf.is_blocked_turf(exclude_mobs = !is_full_tile, source_atom = null, ignore_atoms = structures_to_ignore, type_list = TRUE))
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
balloon_alert(user, "something is blocking the turf")
return FALSE
/**
* if we are trying to create plating on turf which is not a proper floor then dont check for objects on top of the turf just allow that turf to be converted into plating. e.g. create plating beneath a player or underneath a machine frame/any dense object
* if we are trying to finish a wall girder then let it finish then make sure no one/nothing is stuck in the girder
*/
else if(rcd_mode == RCD_TURF && rcd_structure == /turf/open/floor/plating/rcd && (!istype(target_turf, /turf/open/floor) || istype(target, /obj/structure/girder)))
//if a player builds a wallgirder on top of himself manually with iron sheets he can't finish the wall if he is still on the girder. Exclude the girder itself when checking for other dense objects on the turf
if(istype(target, /obj/structure/girder) && target_turf.is_blocked_turf(exclude_mobs = FALSE, source_atom = null, ignore_atoms = list(target)))
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
balloon_alert(user, "something is on the girder!")
return FALSE
//check if turf is blocked in for dense structures
else
//structures which are small enough to fit on turfs containing directional windows.
var/static/list/small_structures = list(
/obj/machinery/door,
/obj/structure/frame/computer/rcd,
/obj/structure/floodlight_frame/completed,
/obj/structure/chair,
/obj/structure/table,
/obj/structure/rack,
/obj/structure/bed,
/obj/structure/frame/machine/secured,
/obj/structure/reflector,
)
//edge cases for what we can/can't ignore
var/ignore_mobs = FALSE
var/list/ignored_types
if(rcd_mode == RCD_WINDOWGRILLE || is_path_in_list(rcd_structure, small_structures))
ignored_types = list(/obj/structure/window)
//if we are trying to create grills/windoors we can go ahead and further ignore other windoors on the turf
if(rcd_mode == RCD_WINDOWGRILLE || (rcd_mode == RCD_AIRLOCK && ispath(rcd_structure, /obj/machinery/door/window)))
//only ignore mobs if we are trying to create windoors and not grills. We dont want to drop a grill on top of somebody
ignore_mobs = rcd_mode == RCD_AIRLOCK
ignored_types += /obj/machinery/door/window
//if we are trying to create full airlock doors then we do the regular checks and make sure we have the full space for them. i.e. dont ignore anything dense on the turf
else if(rcd_mode == RCD_AIRLOCK)
ignored_types = list()
//check if the structure can fit on this turf
if(target_turf.is_blocked_turf(exclude_mobs = ignore_mobs, source_atom = null, ignore_atoms = ignored_types, type_list = TRUE))
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
balloon_alert(user, "something is on the tile!")
return FALSE
return TRUE
/**
* actual proc to create the structure
*
* Arguments
* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
* * [mob][user]- the user building this structure
*/
/obj/item/construction/rcd/proc/rcd_create(atom/target, mob/user)
//straight up cant touch this
if(mode == RCD_DECONSTRUCT && (target.resistance_flags & INDESTRUCTIBLE))
balloon_alert(user, "too durable!")
return
//does this atom allow for rcd actions?
var/list/rcd_results = target.rcd_vals(user, src)
if(!rcd_results)
return FALSE
rcd_results[RCD_DESIGN_MODE] = mode
rcd_results[RCD_DESIGN_PATH] = rcd_design_path
rcd_results[RCD_BUILD_DIRECTION] = selected_direction || user.dir
var/delay = rcd_results["delay"] * delay_mod
if (
!(upgrade & RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN) \
&& !rcd_results[RCD_RESULT_BYPASS_FREQUENT_USE_COOLDOWN] \
&& current_active_effects > 0
)
delay *= FREQUENT_USE_DEBUFF_MULTIPLIER
current_active_effects += 1
var/target_name = target.name //Store this information before it gets mutated by the rcd.
var/target_path = target.type
var/atom/design_path = rcd_results[RCD_DESIGN_PATH]
var/location = AREACOORD(target)
if(_rcd_create_effect(target, user, delay, rcd_results))
log_tool("[key_name(user)] used [src] to [rcd_results[RCD_DESIGN_MODE] != RCD_DECONSTRUCT ? "construct [initial(design_path.name)]([design_path])" : "deconstruct [target_name]([target_path])"] at [location]")
current_active_effects -= 1
/**
* Internal proc which creates the rcd effects & creates the structure
*
* Arguments
* * [atom][target]- the target we are trying to build on/deconstruct e.g. turf, wall etc
* * [mob][user]- the user trying to build the structure
* * delay- the delay with the disk upgrades applied
* * rcd_results- list of params which contains the cost & build mode to create the structure
*/
/obj/item/construction/rcd/proc/_rcd_create_effect(atom/target, mob/user, delay, list/rcd_results)
var/obj/effect/constructing_effect/rcd_effect = new(get_turf(target), delay, rcd_results[RCD_DESIGN_MODE], upgrade)
//resource & structure placement sanity checks before & after delay along with beam effects
if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
qdel(rcd_effect)
return FALSE
var/beam
if(ranged)
var/atom/beam_source = owner ? owner : user
beam = beam_source.Beam(target, icon_state = "rped_upgrade", time = delay)
if(!build_delay(user, delay, target = target)) // no need for do_after with no delay
qdel(rcd_effect)
if(!isnull(beam))
qdel(beam)
return FALSE
if (QDELETED(rcd_effect))
return FALSE
if(!checkResource(rcd_results["cost"], user) || !can_place(target, rcd_results, user))
qdel(rcd_effect)
return FALSE
if(!useResource(rcd_results["cost"], user))
qdel(rcd_effect)
return FALSE
activate()
if(!target.rcd_act(user, src, rcd_results))
qdel(rcd_effect)
return FALSE
playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
rcd_effect.end_animation()
return TRUE
/obj/item/construction/rcd/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/rcd),
)
/obj/item/construction/rcd/ui_host(mob/user)
return owner || ..()
/obj/item/construction/rcd/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RapidConstructionDevice", name)
ui.open()
/obj/item/construction/rcd/ui_static_data(mob/user)
var/list/data = ..()
var/list/electronics_data = airlock_electronics.ui_static_data(user)
for(var/key in electronics_data)
data[key] = electronics_data[key]
data["root_categories"] = list()
for(var/category in GLOB.rcd_designs)
data["root_categories"] += category
data["selected_root"] = root_category
var/datum/asset/spritesheet/rcd/rcd_sheet = get_asset_datum(/datum/asset/spritesheet/rcd)
data["categories"] = list()
for(var/sub_category as anything in GLOB.rcd_designs[root_category])
var/list/target_category = GLOB.rcd_designs[root_category][sub_category]
if(!length(target_category))
continue
//skip category if upgrades were not installed for these
if(sub_category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
continue
if(sub_category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
continue
var/list/designs = list() //initialize all designs under this category
for(var/list/design as anything in target_category)
var/atom/movable/design_path = design[RCD_DESIGN_PATH]
var/design_name = RCD_SPRITESHEET_PATH_KEY(design_path)
var/icon_id = rcd_sheet.icon_size_id(sanitize_css_class_name(design_name))
designs += list(list("title" = design_name, "icon" = sanitize_css_class_name(design_name), "icon_id" = icon_id))
data["categories"] += list(list("cat_name" = sub_category, "designs" = designs))
return data
/obj/item/construction/rcd/ui_data(mob/user)
var/list/data = ..()
//main categories
data["selected_category"] = design_category
data["selected_design"] = design_title
data["selected_direction"] = dir2text(selected_direction)
//merge airlock_electronics ui data with this
var/list/airlock_data = airlock_electronics.ui_data(user)
for(var/key in airlock_data)
data[key] = airlock_data[key]
return data
/obj/item/construction/rcd/handle_ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
switch(action)
if("root_category")
var/new_root = params["root_category"]
if(GLOB.rcd_designs[new_root] != null) //is a valid category
root_category = new_root
update_static_data_for_all_viewers()
if("select_direction")
var/new_dir = text2dir(params["selected_direction"])
selected_direction = (isnull(new_dir) || new_dir == selected_direction || !(new_dir in GLOB.cardinals)) ? null : new_dir
return TRUE
if("design")
//read and validate params from UI
var/category_name = params["category"]
var/index = params["index"]
var/list/root = GLOB.rcd_designs[root_category]
if(root == null) //not a valid root
return TRUE
var/list/category = root[category_name]
if(category == null) //not a valid category
return TRUE
/**
* The advantage of organizing designs into categories is that
* You can ignore an complete category if the design disk upgrade for that category isn't installed.
*/
//You can't select designs from the Machines category if you dont have the frames upgrade installed.
if(category == "Machines" && !(upgrade & RCD_UPGRADE_FRAMES))
return TRUE
//You can't select designs from the Furniture category if you dont have the furnishing upgrade installed.
if(category == "Furniture" && !(upgrade & RCD_UPGRADE_FURNISHING))
return TRUE
//use UI params to set variables
var/list/design = category[index]
if(design == null) //not a valid design
return TRUE
design_category = category_name
mode = design[RCD_DESIGN_MODE]
construction_mode = mode
rcd_design_path = design[RCD_DESIGN_PATH]
design_title = RCD_SPRITESHEET_PATH_KEY(rcd_design_path)
blueprint_changed = TRUE
else
airlock_electronics.do_action(action, params)
return TRUE
/obj/item/construction/rcd/attack_self(mob/user)
. = ..()
ui_interact(user)
/obj/item/construction/rcd/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return .
mode = construction_mode
rcd_create(interacting_with, user)
return ITEM_INTERACT_SUCCESS
/obj/item/construction/rcd/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!ranged || !range_check(interacting_with, user))
return ITEM_INTERACT_BLOCKING
mode = construction_mode
rcd_create(interacting_with, user)
return ITEM_INTERACT_SUCCESS
/obj/item/construction/rcd/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
mode = RCD_DECONSTRUCT
rcd_create(interacting_with, user)
return ITEM_INTERACT_SUCCESS
/obj/item/construction/rcd/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!ranged || !range_check(interacting_with, user))
return ITEM_INTERACT_BLOCKING
mode = RCD_DECONSTRUCT
rcd_create(interacting_with, user)
return ITEM_INTERACT_SUCCESS
/obj/item/construction/rcd/handle_openspace_click(turf/target, mob/user, list/modifiers)
interact_with_atom(target, user, modifiers)
/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_REF(detonate_pulse_explode)), 5 SECONDS)
/obj/item/construction/rcd/proc/detonate_pulse_explode()
explosion(src, light_impact_range = 3, flame_range = 1, flash_range = 1)
qdel(src)
/obj/item/construction/rcd/borg
desc = "A device used to rapidly build walls and floors."
banned_upgrades = RCD_UPGRADE_SILO_LINK
/// enery usage
var/energyfactor = 0.072 * STANDARD_CELL_CHARGE
/obj/item/construction/rcd/borg/get_matter(mob/user)
if(!iscyborg(user))
return 0
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
return 0
max_matter = borgy.cell.maxcharge
return borgy.cell.charge
/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)
balloon_alert(user, "no cell found!")
return 0
. = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs
if(!. && user)
balloon_alert(user, "insufficient charge!")
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)
balloon_alert(user, "no cell found!")
return 0
. = borgy.cell.charge >= (amount * energyfactor)
if(!. && user)
balloon_alert(user, "insufficient charge!")
return .
/obj/item/construction/rcd/borg/syndicate
name = "syndicate RCD"
desc = "A reverse-engineered RCD with black market upgrades that allow this device to deconstruct reinforced walls. Property of Donk Co."
icon_state = "ircd"
inhand_icon_state = "ircd"
energyfactor = 0.066 * STANDARD_CELL_CHARGE
canRturf = TRUE
/obj/item/construction/rcd/loaded
matter = 160
/obj/item/construction/rcd/loaded/upgraded
upgrade = RCD_ALL_UPGRADES
/obj/item/construction/rcd/ce
name = "professional RCD"
desc = "A higher-end model of the rapid construction device, prefitted with improved cooling and disruption prevention. Provided to the chief engineer."
upgrade = RCD_UPGRADE_ANTI_INTERRUPT | RCD_UPGRADE_NO_FREQUENT_USE_COOLDOWN
matter = 160
color = list(
0.3, 0.3, 0.7, 0.0,
1.0, 1.0, 0.2, 0.0,
-0.2, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0,
)
/obj/item/construction/rcd/combat
name = "industrial RCD"
icon_state = "ircd"
inhand_icon_state = "ircd"
max_matter = 500
matter = 500
canRturf = TRUE
upgrade = RCD_ALL_UPGRADES
/obj/item/construction/rcd/combat/admin
name = "admin RCD"
max_matter = INFINITY
matter = INFINITY
upgrade = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
delay_mod = 0.1
// Ranged RCD
/obj/item/construction/rcd/arcd
name = "advanced rapid-construction-device (ARCD)"
desc = "A prototype RCD with ranged capability and infinite capacity."
max_matter = INFINITY
matter = INFINITY
canRturf = TRUE
delay_mod = 0.6
ranged = TRUE
icon_state = "arcd"
inhand_icon_state = "oldrcd"
has_ammobar = FALSE
upgrade = RCD_ALL_UPGRADES & ~RCD_UPGRADE_SILO_LINK
///How much charge is used up for each matter unit.
#define MASS_TO_ENERGY (0.016 * STANDARD_CELL_CHARGE)
/obj/item/construction/rcd/exosuit
name = "mounted RCD"
desc = "An exosuit-mounted Rapid Construction Device."
max_matter = INFINITY // mass-energy equivalence go brrrrrr
canRturf = TRUE
ranged = TRUE
has_ammobar = FALSE
resistance_flags = FIRE_PROOF | INDESTRUCTIBLE // should NOT be destroyed unless the equipment is destroyed
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON | DROPDEL // already qdeleted in the equipment's Destroy() but you can never be too sure
delay_mod = 0.5
/obj/item/construction/rcd/exosuit/ui_status(mob/user, datum/ui_state/state)
if(ismecha(owner))
return owner.ui_status(user)
return UI_CLOSE
/obj/item/construction/rcd/exosuit/get_matter(mob/user)
if(silo_link)
return ..()
if(!ismecha(owner))
return 0
var/obj/vehicle/sealed/mecha/gundam = owner
return round(gundam.get_charge() / MASS_TO_ENERGY)
/obj/item/construction/rcd/exosuit/useResource(amount, mob/user)
if(silo_link)
return ..()
if(!ismecha(owner))
return 0
var/obj/vehicle/sealed/mecha/gundam = owner
if(!gundam.use_energy(amount * MASS_TO_ENERGY))
gundam.balloon_alert(user, "insufficient charge!")
return FALSE
return TRUE
/obj/item/construction/rcd/exosuit/checkResource(amount, mob/user)
if(silo_link)
return ..()
if(!ismecha(owner))
return 0
var/obj/vehicle/sealed/mecha/gundam = owner
if(!gundam.has_charge(amount * MASS_TO_ENERGY))
gundam.balloon_alert(user, "insufficient charge!")
return FALSE
return TRUE
#undef MASS_TO_ENERGY
#undef FREQUENT_USE_DEBUFF_MULTIPLIER
/obj/item/rcd_ammo
name = "RCD matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/tools.dmi'
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=SHEET_MATERIAL_AMOUNT *6, /datum/material/glass=SHEET_MATERIAL_AMOUNT*4)
var/ammoamt = 40
/obj/item/rcd_ammo/large
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*24, /datum/material/glass=SHEET_MATERIAL_AMOUNT*16)
ammoamt = 160