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makes the rcd able to make girders (#76515) ## About The Pull Request rcd can make girders at half the cost of making a wall in 1.3 seconds ## Why It's Good For The Game more "rapid" than using iron for girders and putting whatever material on it ## Changelog 🆑 add: rcd can make girders now /🆑 Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
221 lines
5.6 KiB
Plaintext
221 lines
5.6 KiB
Plaintext
/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
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//Defines for construction states
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//girder construction states
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#define GIRDER_NORMAL 0
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#define GIRDER_REINF_STRUTS 1
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#define GIRDER_REINF 2
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#define GIRDER_DISPLACED 3
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#define GIRDER_DISASSEMBLED 4
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#define GIRDER_TRAM 5
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//rwall construction states
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#define INTACT 0
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#define SUPPORT_LINES 1
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#define COVER 2
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#define CUT_COVER 3
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#define ANCHOR_BOLTS 4
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#define SUPPORT_RODS 5
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#define SHEATH 6
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//window construction states
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#define WINDOW_OUT_OF_FRAME 0
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#define WINDOW_IN_FRAME 1
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#define WINDOW_SCREWED_TO_FRAME 2
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//reinforced window construction states
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#define RWINDOW_FRAME_BOLTED 3
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#define RWINDOW_BARS_CUT 4
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#define RWINDOW_POPPED 5
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#define RWINDOW_BOLTS_OUT 6
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#define RWINDOW_BOLTS_HEATED 7
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#define RWINDOW_SECURE 8
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//airlock assembly construction states
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#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
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#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
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#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
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//blast door (de)construction states
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#define BLASTDOOR_NEEDS_WIRES 0
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#define BLASTDOOR_NEEDS_ELECTRONICS 1
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#define BLASTDOOR_FINISHED 2
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//default_unfasten_wrench() return defines
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#define CANT_UNFASTEN 0
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#define FAILED_UNFASTEN 1
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#define SUCCESSFUL_UNFASTEN 2
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//ai core defines
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#define EMPTY_CORE 0
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#define CIRCUIT_CORE 1
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#define SCREWED_CORE 2
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#define CABLED_CORE 3
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#define GLASS_CORE 4
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#define AI_READY_CORE 5
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//Construction defines for the pinion airlock
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#define GEAR_SECURE 1
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#define GEAR_LOOSE 2
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//floodlights because apparently we use defines now
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#define FLOODLIGHT_NEEDS_WIRES 0
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#define FLOODLIGHT_NEEDS_LIGHTS 1
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#define FLOODLIGHT_NEEDS_SECURING 2
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// Stationary gas tanks
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#define TANK_FRAME 0
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#define TANK_PLATING_UNSECURED 1
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//other construction-related things
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//windows affected by Nar'Sie turn this color.
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#define NARSIE_WINDOW_COLOUR "#7D1919"
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// Defines related to the custom materials used on objects.
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///The amount of materials you get from a sheet of mineral like iron/diamond/glass etc. 100 Units.
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#define SHEET_MATERIAL_AMOUNT 100
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///The amount of materials you get from half a sheet. Used in standard object quantities. 50 units.
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#define HALF_SHEET_MATERIAL_AMOUNT (SHEET_MATERIAL_AMOUNT/2)
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///The amount of materials used in the smallest of objects, like pens and screwdrivers. 10 units.
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#define SMALL_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT/5)
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///The amount of material that goes into a coin, which determines the value of the coin.
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#define COIN_MATERIAL_AMOUNT (HALF_SHEET_MATERIAL_AMOUNT * 0.4)
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//The maximum size of a stack object.
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#define MAX_STACK_SIZE 50
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//maximum amount of cable in a coil
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#define MAXCOIL 30
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//food/drink crafting defines
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//When adding new defines, please make sure to also add them to the encompassing list
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#define CAT_FOOD "Foods"
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#define CAT_BREAD "Breads"
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#define CAT_BURGER "Burgers"
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#define CAT_CAKE "Cakes"
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#define CAT_EGG "Egg-Based Food"
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#define CAT_LIZARD "Lizard Food"
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#define CAT_MEAT "Meats"
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#define CAT_SEAFOOD "Seafood"
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#define CAT_MISCFOOD "Misc. Food"
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#define CAT_MEXICAN "Mexican Food"
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#define CAT_MOTH "Mothic Food"
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#define CAT_PASTRY "Pastries"
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#define CAT_PIE "Pies"
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#define CAT_PIZZA "Pizzas"
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#define CAT_SALAD "Salads"
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#define CAT_SANDWICH "Sandwiches"
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#define CAT_SOUP "Soups"
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#define CAT_SPAGHETTI "Spaghettis"
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#define CAT_ICE "Frozen"
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#define CAT_DRINK "Drinks"
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GLOBAL_LIST_INIT(crafting_category_food, list(
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CAT_FOOD,
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CAT_BREAD,
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CAT_BURGER,
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CAT_CAKE,
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CAT_EGG,
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CAT_LIZARD,
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CAT_MEAT,
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CAT_SEAFOOD,
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CAT_MISCFOOD,
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CAT_MEXICAN,
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CAT_MOTH,
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CAT_PASTRY,
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CAT_PIE,
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CAT_PIZZA,
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CAT_SALAD,
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CAT_SANDWICH,
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CAT_SOUP,
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CAT_SPAGHETTI,
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CAT_ICE,
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CAT_DRINK,
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))
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//crafting defines
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//When adding new defines, please make sure to also add them to the encompassing list
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#define CAT_WEAPON_RANGED "Weapons Ranged"
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#define CAT_WEAPON_MELEE "Weapons Melee"
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#define CAT_WEAPON_AMMO "Weapon Ammo"
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#define CAT_ROBOT "Robotics"
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#define CAT_MISC "Misc"
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#define CAT_CLOTHING "Clothing"
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#define CAT_CHEMISTRY "Chemistry"
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#define CAT_ATMOSPHERIC "Atmospherics"
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#define CAT_STRUCTURE "Structures"
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#define CAT_TILES "Tiles"
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#define CAT_WINDOWS "Windows"
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#define CAT_DOORS "Doors"
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#define CAT_FURNITURE "Furniture"
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#define CAT_EQUIPMENT "Equipment"
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#define CAT_CONTAINERS "Containers"
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#define CAT_ENTERTAINMENT "Entertainment"
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#define CAT_TOOLS "Tools"
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#define CAT_CULT "Blood Cult"
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GLOBAL_LIST_INIT(crafting_category, list(
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CAT_WEAPON_RANGED,
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CAT_WEAPON_MELEE,
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CAT_WEAPON_AMMO,
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CAT_ROBOT,
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CAT_MISC,
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CAT_CLOTHING,
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CAT_CHEMISTRY,
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CAT_ATMOSPHERIC,
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CAT_STRUCTURE,
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CAT_TILES,
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CAT_WINDOWS,
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CAT_DOORS,
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CAT_FURNITURE,
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CAT_EQUIPMENT,
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CAT_CONTAINERS,
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CAT_ENTERTAINMENT,
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CAT_TOOLS,
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CAT_CULT,
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))
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//rcd modes
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#define RCD_FLOORWALL 0
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#define RCD_AIRLOCK 1
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#define RCD_DECONSTRUCT 2
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#define RCD_WINDOWGRILLE 3
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#define RCD_MACHINE 4
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#define RCD_COMPUTER 5
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#define RCD_FURNISHING 6
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#define RCD_CATWALK 7
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#define RCD_FLOODLIGHT 8
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#define RCD_WALLFRAME 9
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#define RCD_REFLECTOR 10
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#define RCD_GIRDER 11
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#define RCD_UPGRADE_FRAMES (1<<0)
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#define RCD_UPGRADE_SIMPLE_CIRCUITS (1<<1)
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#define RCD_UPGRADE_SILO_LINK (1<<2)
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#define RCD_UPGRADE_FURNISHING (1<<3)
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#define RPD_UPGRADE_UNWRENCH (1<<0)
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#define RCD_WINDOW_FULLTILE "full tile"
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#define RCD_WINDOW_DIRECTIONAL "directional"
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#define RCD_WINDOW_NORMAL "glass"
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#define RCD_WINDOW_REINFORCED "reinforced glass"
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#define RCD_MEMORY_WALL 1
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#define RCD_MEMORY_WINDOWGRILLE 2
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// How much faster to use the RCD when on a tile with memory
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#define RCD_MEMORY_SPEED_BUFF 5
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/// How much less resources the RCD uses when reconstructing
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#define RCD_MEMORY_COST_BUFF 8
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// Defines for the construction component
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#define FORWARD 1
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#define BACKWARD -1
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#define ITEM_DELETE "delete"
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#define ITEM_MOVE_INSIDE "move_inside"
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