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* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
153 lines
5.9 KiB
Plaintext
153 lines
5.9 KiB
Plaintext
/datum/action/innate/camera_off/base_construction
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name = "Log out"
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///Generic construction action for base [construction consoles][/obj/machinery/computer/camera_advanced/base_construction].
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/datum/action/innate/construction
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icon_icon = 'icons/mob/actions/actions_construction.dmi'
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///Console's eye mob
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var/mob/camera/ai_eye/remote/base_construction/remote_eye
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///Console itself
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var/obj/machinery/computer/camera_advanced/base_construction/base_console
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///Is this used to build only on the station z level?
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var/only_station_z = TRUE
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/datum/action/innate/construction/Activate()
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if(!target)
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return TRUE
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remote_eye = owner.remote_control
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base_console = target
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///Sanity check for any construction action that relies on an RCD being in the base console
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/datum/action/innate/construction/proc/check_rcd()
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//The console must always have an RCD.
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if(!base_console.internal_rcd)
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CRASH("Base console is somehow missing an internal RCD!")
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///Check a loction to see if it is inside the aux base at the station. Camera visbility checks omitted so as to not hinder construction.
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/datum/action/innate/construction/proc/check_spot()
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var/turf/build_target = get_turf(remote_eye)
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var/area/build_area = get_area(build_target)
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var/area/area_constraint = base_console.allowed_area
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//If the console has no allowed_area var, then we're free to build wherever
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if (!area_constraint)
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return TRUE
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if(!istype(build_area, area_constraint))
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to_chat(owner, span_warning("You can only build within [area_constraint]!"))
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return FALSE
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if(only_station_z && !is_station_level(build_target.z))
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to_chat(owner, span_warning("[area_constraint] has launched and can no longer be modified."))
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return FALSE
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return TRUE
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/datum/action/innate/construction/build
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name = "Build"
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button_icon_state = "build"
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/datum/action/innate/construction/build/Activate()
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if(..())
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return
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if(!check_spot())
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return
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var/turf/target_turf = get_turf(remote_eye)
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var/atom/rcd_target = target_turf
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//Find airlocks and other shite
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for(var/obj/S in target_turf)
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if(LAZYLEN(S.rcd_vals(owner,base_console.internal_rcd)))
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rcd_target = S //If we don't break out of this loop we'll get the last placed thing
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owner.changeNext_move(CLICK_CD_RANGE)
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check_rcd()
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base_console.internal_rcd.pre_attack(rcd_target, owner, TRUE) //Activate the RCD and force it to work remotely!
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playsound(target_turf, 'sound/items/deconstruct.ogg', 60, TRUE)
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/datum/action/innate/construction/switch_mode
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name = "Switch Mode"
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button_icon_state = "builder_mode"
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/datum/action/innate/construction/switch_mode/Activate()
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if(..())
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return
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var/list/buildlist = list("Walls and Floors" = RCD_FLOORWALL, "Airlocks" = RCD_AIRLOCK, "Deconstruction" = RCD_DECONSTRUCT, "Windows and Grilles" = RCD_WINDOWGRILLE)
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var/buildmode = input(owner, "Set construction mode.", "Base Console", null) in buildlist
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check_rcd()
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base_console.internal_rcd.construction_mode = buildlist[buildmode]
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to_chat(owner, "Build mode is now [buildmode].")
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/datum/action/innate/construction/airlock_type
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name = "Select Airlock Type"
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button_icon_state = "airlock_select"
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/datum/action/innate/construction/airlock_type/Activate()
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if(..())
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return
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check_rcd()
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base_console.internal_rcd.change_airlock_setting(owner, remote_eye)
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/datum/action/innate/construction/window_type
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name = "Select Window Glass"
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button_icon_state = "window_select"
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/datum/action/innate/construction/window_type/Activate()
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if(..())
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return
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check_rcd()
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base_console.internal_rcd.toggle_window_glass(owner)
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///Generic action used with base construction consoles to build anything that can't be built with an RCD
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/datum/action/innate/construction/place_structure
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name = "Place Generic Structure"
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var/obj/structure_path
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var/structure_name
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var/place_sound
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/datum/action/innate/construction/place_structure/Activate()
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if(..())
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return
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var/turf/place_turf = get_turf(remote_eye)
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if(!base_console.structures[structure_name])
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to_chat(owner, span_warning("[base_console] is out of [structure_name]!"))
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return
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if(!check_spot())
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return
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//Can't place inside a closed turf
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if(place_turf.density)
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to_chat(owner, span_warning("[structure_name] may only be placed on a floor."))
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return
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//Can't place two dense objects inside eachother
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if(initial(structure_path.density) && place_turf.is_blocked_turf())
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to_chat(owner, span_warning("Location is obstructed by something. Please clear the location and try again."))
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return
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var/obj/placed_structure = new structure_path(place_turf)
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base_console.structures[structure_name]--
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var/remaining = base_console.structures[structure_name]
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playsound(place_turf, place_sound, 50, TRUE)
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after_place(placed_structure, remaining)
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///Proc to handle additional behavior after placing an object
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/datum/action/innate/construction/place_structure/proc/after_place()
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return
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/datum/action/innate/construction/place_structure/fan
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name = "Place Tiny Fan"
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button_icon_state = "build_fan"
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structure_name = "fans"
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structure_path = /obj/structure/fans/tiny
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place_sound = 'sound/machines/click.ogg'
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/datum/action/innate/construction/place_structure/turret/after_place(obj/placed_structure, remaining)
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to_chat(owner, span_notice("Tiny fan placed. [remaining] fans remaining."))
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/datum/action/innate/construction/place_structure/turret
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name = "Install Plasma Anti-Wildlife Turret"
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button_icon_state = "build_turret"
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structure_name = "turrets"
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structure_path = /obj/machinery/porta_turret/aux_base
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place_sound = 'sound/items/drill_use.ogg'
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/datum/action/innate/construction/place_structure/turret/after_place(obj/placed_structure, remaining)
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var/obj/machinery/computer/auxiliary_base/turret_controller = locate() in get_area(placed_structure)
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if(!turret_controller)
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to_chat(owner, span_notice("<b>Warning:</b> Aux base controller not found. Turrets might not work properly."))
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return
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turret_controller.turrets += placed_structure
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to_chat(owner, span_notice("You've constructed an additional turret. [remaining] turrets remaining."))
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