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Bubberstation/code/game/machinery/botlaunchpad.dm
SmArtKar 2c0f5d181a Datumizes pod types (#85033)
## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑
2024-07-21 13:52:21 -07:00

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/obj/machinery/botpad
name = "Bot pad"
desc = "A lighter version of the orbital mech pad modified to launch bots. Requires linking to a remote to function."
icon = 'icons/obj/machines/telepad.dmi'
icon_state = "botpad"
circuit = /obj/item/circuitboard/machine/botpad
// ID of the console, used for linking up
var/id = "botlauncher"
var/obj/item/botpad_remote/connected_remote
var/datum/weakref/launched_bot // we need this to recall the bot
/obj/machinery/botpad/Destroy()
if(connected_remote)
connected_remote.connected_botpad = null
connected_remote = null
launched_bot = null
return ..()
/obj/machinery/botpad/screwdriver_act(mob/user, obj/item/tool)
return default_deconstruction_screwdriver(user, "botpad-open", "botpad", tool)
/obj/machinery/botpad/crowbar_act(mob/user, obj/item/tool)
return default_deconstruction_crowbar(tool)
/obj/machinery/botpad/multitool_act(mob/living/user, obj/item/multitool/tool)
if(!panel_open)
return NONE
var/obj/item/multitool/multitool = tool
multitool.set_buffer(src)
balloon_alert(user, "saved to multitool buffer")
return ITEM_INTERACT_SUCCESS
// Checks the turf for a bot and launches it if it's the only mob on the pad.
/obj/machinery/botpad/proc/launch(mob/living/user)
var/turf/reverse_turf = get_turf(user)
var/atom/possible_bot
for(var/mob/living/robot in get_turf(src))
if(!isbot(robot))
user.balloon_alert(user, "unidentified life form on the pad!")
return
if(!isnull(possible_bot))
user.balloon_alert(user, "too many bots on the pad!")
return
possible_bot = robot // We don't change the launched_bot var here because we are not sure if there is another bot on the pad.
if(!use_energy(active_power_usage, force = FALSE))
balloon_alert(user, "not enough energy!")
return
launched_bot = WEAKREF(possible_bot)
podspawn(list(
"target" = get_turf(src),
"path" = /obj/structure/closet/supplypod/botpod,
"style" = /datum/pod_style/seethrough,
"reverse_dropoff_coords" = list(reverse_turf.x, reverse_turf.y, reverse_turf.z)
))
/obj/machinery/botpad/proc/recall(mob/living/user)
var/atom/our_bot = launched_bot?.resolve()
if(isnull(our_bot))
user.balloon_alert(user, "no bots sent from the pad!")
return
user.balloon_alert(user, "bot sent back to pad")
if(isbasicbot(our_bot))
var/mob/living/basic/bot/basic_bot = our_bot
basic_bot.summon_bot(src)
return
var/mob/living/simple_animal/bot/simple_bot = our_bot
simple_bot.call_bot(src, get_turf(src))
/obj/structure/closet/supplypod/botpod
style = /datum/pod_style/seethrough
explosionSize = list(0,0,0,0)
reversing = TRUE
reverse_option_list = list("Mobs"=TRUE,"Objects"=FALSE,"Anchored"=FALSE,"Underfloor"=FALSE,"Wallmounted"=FALSE,"Floors"=FALSE,"Walls"=FALSE,"Mecha"=FALSE)
delays = list(POD_TRANSIT = 0, POD_FALLING = 0, POD_OPENING = 0, POD_LEAVING = 0)
reverse_delays = list(POD_TRANSIT = 15, POD_FALLING = 10, POD_OPENING = 0, POD_LEAVING = 0)
custom_rev_delay = TRUE
effectQuiet = TRUE
leavingSound = 'sound/vehicles/rocketlaunch.ogg'
close_sound = null
pod_flags = FIRST_SOUNDS