Files
Bubberstation/code/game/objects/structures/reflector.dm
SkyratBot 068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00

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/obj/structure/reflector
name = "reflector base"
icon = 'icons/obj/structures.dmi'
icon_state = "reflector_map"
desc = "A base for reflector assemblies."
anchored = FALSE
density = FALSE
var/deflector_icon_state
var/mutable_appearance/deflector_overlay
var/finished = FALSE
var/admin = FALSE //Can't be rotated or deconstructed
var/can_rotate = TRUE
var/framebuildstacktype = /obj/item/stack/sheet/iron
var/framebuildstackamount = 5
var/buildstacktype = /obj/item/stack/sheet/iron
var/buildstackamount = 0
var/list/allowed_projectile_typecache = list(/obj/projectile/beam, /obj/projectile/energy/nuclear_particle)
var/rotation_angle = -1
/obj/structure/reflector/Initialize(mapload)
. = ..()
icon_state = "reflector_base"
allowed_projectile_typecache = typecacheof(allowed_projectile_typecache)
if(deflector_icon_state)
deflector_overlay = mutable_appearance(icon, deflector_icon_state)
// We offset our physical position DOWN, because TRANSFORM IS A FUCK
deflector_overlay.pixel_y = -32
deflector_overlay.pixel_z = 32
add_overlay(deflector_overlay)
if(rotation_angle == -1)
set_angle(dir2angle(dir))
else
set_angle(rotation_angle)
if(admin)
can_rotate = FALSE
AddComponent(/datum/component/usb_port, list(
/obj/item/circuit_component/reflector,
))
/obj/structure/reflector/examine(mob/user)
. = ..()
if(finished)
. += "It is set to [rotation_angle] degrees, and the rotation is [can_rotate ? "unlocked" : "locked"]."
if(!admin)
if(can_rotate)
. += span_notice("Use your <b>hand</b> to adjust its direction.")
. += span_notice("Use a <b>screwdriver</b> to lock the rotation.")
else
. += span_notice("Use <b>screwdriver</b> to unlock the rotation.")
/obj/structure/reflector/proc/set_angle(new_angle)
if(can_rotate)
rotation_angle = new_angle
if(deflector_overlay)
cut_overlay(deflector_overlay)
deflector_overlay.transform = turn(matrix(), new_angle)
add_overlay(deflector_overlay)
/obj/structure/reflector/setDir(new_dir)
return ..(NORTH)
/obj/structure/reflector/bullet_act(obj/projectile/P)
var/pdir = P.dir
var/pangle = P.Angle
var/ploc = get_turf(P)
if(!finished || !allowed_projectile_typecache[P.type] || !(P.dir in GLOB.cardinals))
return ..()
if(auto_reflect(P, pdir, ploc, pangle) != BULLET_ACT_FORCE_PIERCE)
return ..()
return BULLET_ACT_FORCE_PIERCE
/obj/structure/reflector/proc/auto_reflect(obj/projectile/P, pdir, turf/ploc, pangle)
P.ignore_source_check = TRUE
P.range = P.decayedRange
P.decayedRange = max(P.decayedRange--, 0)
return BULLET_ACT_FORCE_PIERCE
/obj/structure/reflector/tool_act(mob/living/user, obj/item/tool, tool_type, is_right_clicking)
if(admin)
return FALSE
return ..()
/obj/structure/reflector/screwdriver_act(mob/living/user, obj/item/tool)
can_rotate = !can_rotate
to_chat(user, span_notice("You [can_rotate ? "unlock" : "lock"] [src]'s rotation."))
tool.play_tool_sound(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/reflector/wrench_act(mob/living/user, obj/item/tool)
if(anchored)
to_chat(user, span_warning("Unweld [src] from the floor first!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
user.visible_message(span_notice("[user] starts to dismantle [src]."), span_notice("You start to dismantle [src]..."))
if(!tool.use_tool(src, user, 8 SECONDS, volume=50))
return
to_chat(user, span_notice("You dismantle [src]."))
new framebuildstacktype(drop_location(), framebuildstackamount)
if(buildstackamount)
new buildstacktype(drop_location(), buildstackamount)
qdel(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/reflector/welder_act(mob/living/user, obj/item/tool)
if(!tool.tool_start_check(user, amount=1))
return
if(atom_integrity < max_integrity)
user.visible_message(span_notice("[user] starts to repair [src]."),
span_notice("You begin repairing [src]..."),
span_hear("You hear welding."))
if(tool.use_tool(src, user, 4 SECONDS, volume=40))
atom_integrity = max_integrity
user.visible_message(span_notice("[user] repairs [src]."), \
span_notice("You finish repairing [src]."))
else if(!anchored)
user.visible_message(span_notice("[user] starts to weld [src] to the floor."),
span_notice("You start to weld [src] to the floor..."),
span_hear("You hear welding."))
if (tool.use_tool(src, user, 2 SECONDS, volume=50))
set_anchored(TRUE)
to_chat(user, span_notice("You weld [src] to the floor."))
else
user.visible_message(span_notice("[user] starts to cut [src] free from the floor."),
span_notice("You start to cut [src] free from the floor..."),
span_hear("You hear welding."))
if (tool.use_tool(src, user, 2 SECONDS, volume=50))
set_anchored(FALSE)
to_chat(user, span_notice("You cut [src] free from the floor."))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/reflector/attackby(obj/item/W, mob/user, params)
if(admin)
return
//Finishing the frame
else if(istype(W, /obj/item/stack/sheet))
if(finished)
return
var/obj/item/stack/sheet/S = W
if(istype(S, /obj/item/stack/sheet/glass))
if(S.use(5))
new /obj/structure/reflector/single(drop_location())
qdel(src)
else
to_chat(user, span_warning("You need five sheets of glass to create a reflector!"))
return
if(istype(S, /obj/item/stack/sheet/rglass))
if(S.use(10))
new /obj/structure/reflector/double(drop_location())
qdel(src)
else
to_chat(user, span_warning("You need ten sheets of reinforced glass to create a double reflector!"))
return
if(istype(S, /obj/item/stack/sheet/mineral/diamond))
if(S.use(1))
new /obj/structure/reflector/box(drop_location())
qdel(src)
else
return ..()
/obj/structure/reflector/proc/rotate(mob/user)
if (!can_rotate || admin)
to_chat(user, span_warning("The rotation is locked!"))
return FALSE
var/new_angle = tgui_input_number(user, "New angle for primary reflection face", "Reflector Angle", rotation_angle, 360)
if(isnull(new_angle) || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return FALSE
set_angle(SIMPLIFY_DEGREES(new_angle))
return TRUE
//TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX
//SINGLE
/obj/structure/reflector/single
name = "reflector"
deflector_icon_state = "reflector"
desc = "An angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/glass
buildstackamount = 5
/obj/structure/reflector/single/anchored
anchored = TRUE
/obj/structure/reflector/single/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/single/auto_reflect(obj/projectile/P, pdir, turf/ploc, pangle)
var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180))
if(abs(incidence) > 90 && abs(incidence) < 270)
return FALSE
var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
P.set_angle_centered(new_angle)
return ..()
//DOUBLE
/obj/structure/reflector/double
name = "double sided reflector"
deflector_icon_state = "reflector_double"
desc = "A double sided angled mirror for reflecting laser beams."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/rglass
buildstackamount = 10
/obj/structure/reflector/double/anchored
anchored = TRUE
/obj/structure/reflector/double/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/double/auto_reflect(obj/projectile/P, pdir, turf/ploc, pangle)
var/incidence = GET_ANGLE_OF_INCIDENCE(rotation_angle, (P.Angle + 180))
var/new_angle = SIMPLIFY_DEGREES(rotation_angle + incidence)
P.set_angle_centered(new_angle)
return ..()
//BOX
/obj/structure/reflector/box
name = "reflector box"
deflector_icon_state = "reflector_box"
desc = "A box with an internal set of mirrors that reflects all laser beams in a single direction."
density = TRUE
finished = TRUE
buildstacktype = /obj/item/stack/sheet/mineral/diamond
buildstackamount = 1
/obj/structure/reflector/box/anchored
anchored = TRUE
/obj/structure/reflector/box/mapping
admin = TRUE
anchored = TRUE
/obj/structure/reflector/box/auto_reflect(obj/projectile/P)
P.set_angle_centered(rotation_angle)
return ..()
/obj/structure/reflector/ex_act()
if(admin)
return FALSE
return ..()
/obj/structure/reflector/singularity_act()
if(admin)
return
else
return ..()
// USB
/obj/item/circuit_component/reflector
display_name = "Reflector"
desc = "Allows you to adjust the angle of a reflector."
circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL
///angle the reflector will be set to at trigger unless locked
var/datum/port/input/angle
var/obj/structure/reflector/attached_reflector
/obj/item/circuit_component/reflector/populate_ports()
angle = add_input_port("Angle", PORT_TYPE_NUMBER)
/obj/item/circuit_component/reflector/register_usb_parent(atom/movable/parent)
. = ..()
if(istype(parent, /obj/structure/reflector))
attached_reflector = parent
/obj/item/circuit_component/reflector/unregister_usb_parent(atom/movable/parent)
attached_reflector = null
return ..()
/obj/item/circuit_component/reflector/input_received(datum/port/input/port)
attached_reflector?.set_angle(angle.value)
// tgui menu
/obj/structure/reflector/ui_interact(mob/user, datum/tgui/ui)
if(!finished)
user.balloon_alert(user, "nothing to rotate!")
return
if(!can_rotate)
user.balloon_alert(user, "can't rotate!")
return
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Reflector")
ui.open()
/obj/structure/reflector/attack_robot(mob/user)
ui_interact(user)
return
/obj/structure/reflector/ui_state(mob/user)
return GLOB.physical_state //Prevents borgs from adjusting this at range
/obj/structure/reflector/ui_data(mob/user)
var/list/data = list()
data["rotation_angle"] = rotation_angle
data["reflector_name"] = name
return data
/obj/structure/reflector/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("rotate")
if (!can_rotate || admin)
return FALSE
var/new_angle = params["rotation_angle"]
if(!isnull(new_angle))
set_angle(SIMPLIFY_DEGREES(new_angle))
return TRUE
if("calculate")
if (!can_rotate || admin)
return FALSE
var/new_angle = rotation_angle + params["rotation_angle"]
if(!isnull(new_angle))
set_angle(SIMPLIFY_DEGREES(new_angle))
return TRUE