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61a034bcd9
## About The Pull Request I decided that Service Borgs had been left in the dust for too long, and that since they're named 'Service' cyborgs and not 'Bar' cyborgs I'd give them upgrades to let them assist in the kitchen. To do this I've made 4 upgrades. First up, rolling table dock, to provide mobile service. Nothing worse than offering someone a drink in a hallway and having to drag them to the nearest table or having to drop it on the floor. That's poor service. Secondly there's a condiment synthesizer, which can produce solid condiments like flour, cornmeal, salt, coco powder, etc. Thirdly a kitchen toolset, a knife that can switch to a rolling pin. The blade dulls when not used for cooking. Fourthly, A service apparatus, which can pick up food, oven trays, soup pots, plates, bowls and paper. The upgrades are locked behind a new techweb node, Cyborg Upgrades: Service. This node is locked behind the same nodes as the janitorial cyborg upgrade node. And outside the upgrades, I've also given the cyborg a rag so it can finally clean it's glasses and tables. I've also given it a money bag, to store the profits. This gives cyborgs an opportunity to save up for getting on the deluxe shuttle. Or giving people a new target to hold up and shake down for their hard earned money. Please don't law 2 them into giving you their lunch money. Or do. I've also enabled the RSF to print a few more things. Plates, bowls, plastic cutlery and paper cups. I've also enabled borgs to open and close the oven. Alas, they still can't pick up food or the oven trays from the oven, since the oven is sticky in a manner. I've also added a little bit more to the borgshaker, and moved sugar from the borgshaker to the condiment synthesizer. And not only the borgshaker, but the emagged shaker too. The emagged shaker has been given blood and carpotoxin. And you may ask 'Why those two ingredients?' Both can be used like fernet, both for nice things, and harmful things, staying in line with fernet. Blood can be used to mix drinks or be used for food, or for disease, since the borg or anyone with access to milk and water can easily produce virus food. Meanwhile carpotoxin is well, a rather weak toxin but can also be used to make imitation carpmeat. This'l give more reason to also consider the borg for emagging, or giving illegal tech, instead of just speedlining for the nearest engineering borg or medical borg.  The Condiment Synthesizer uses the same UI as the medical hypo, due to it's ingredient list being low in comparison to the shaker  I've been trying to figure out how to get an item to allow the borg to open the cooking menu when used inhand/inmodule. But I can't figure that one out, sadly. Nor how to let the Service Apparatus pick up trays from the oven. So for now, service borgs will have to settle for simply assisting in the kitchen. ## Why It's Good For The Game Allows Service Cyborgs the tools to help in the kitchen, and elsewhere too. ## Changelog 🆑 add: Damp rag and Money bag to service borg add: Service borg upgrades, with accompanying tech web node add: Sprites for kitchen toolset, and service apparatus balance: The RSF can print a few more things, paper cups, seaweed sheets, plates, bowls, plastic cutlery and standard decks of cards. balance: Sugar moved from borgshaker to condiment synthesizer. Berry juice, cherry jelly and vinegar added to borgshaker. balance: Both shaker and synthesizer can also be adjusted to give 1 unit at time, so it goes 5, 10, 20 then 1, and back around. balance: Adds blood and Carpotoxin to the emagged borgshaker. fix: Money bag was missing a description, it now has one. /🆑
207 lines
7.5 KiB
Plaintext
207 lines
7.5 KiB
Plaintext
/*
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CONTAINS:
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RSF
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*/
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///Extracts the related object from an associated list of objects and values, or lists and objects.
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#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
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/obj/item/rsf
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name = "\improper Rapid-Service-Fabricator"
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desc = "A device used to rapidly deploy service items."
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icon = 'icons/obj/tools.dmi'
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icon_state = "rsf"
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inhand_icon_state = "rsf"
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base_icon_state = "rsf"
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///The icon state to revert to when the tool is empty
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var/spent_icon_state = "rsf_empty"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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opacity = FALSE
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density = FALSE
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anchored = FALSE
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item_flags = NOBLUDGEON
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armor_type = /datum/armor/none
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///The current matter count
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var/matter = 0
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///The max amount of matter in the device
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var/max_matter = 30
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///The type of the object we are going to dispense
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var/to_dispense
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///The cost of the object we are going to dispense
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var/dispense_cost = 0
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w_class = WEIGHT_CLASS_NORMAL
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///An associated list of atoms and charge costs. This can contain a separate list, as long as it's associated item is an object
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///The RSF item list below shows in the player facing ui in this order, this is why it isn't in alphabetical order, but instead sorted by category
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var/list/cost_by_item = list(
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/obj/item/reagent_containers/cup/glass/drinkingglass = 20,
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/obj/item/reagent_containers/cup/glass/sillycup = 10,
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/obj/item/plate = 70,
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/obj/item/reagent_containers/cup/bowl = 70,
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/obj/item/kitchen/fork/plastic = 30,
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/obj/item/knife/plastic = 30,
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/obj/item/kitchen/spoon/plastic = 30,
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/obj/item/food/seaweedsheet = 30,
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/obj/item/storage/dice = 200,
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/obj/item/toy/cards/deck = 200,
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/obj/item/paper = 10,
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/obj/item/pen = 50,
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/obj/item/clothing/mask/cigarette = 10,
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)
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///An associated list of fuel and it's value
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var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
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///A list of surfaces that we are allowed to place things on.
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var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
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///The unit of mesure of the matter, for use in text
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var/discriptor = "fabrication-units"
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///The verb that describes what we're doing, for use in text
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var/action_type = "Dispensing"
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///Holds a copy of world.time from the last time the synth was used.
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var/cooldown = 0
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///How long should the minimum period between this RSF's item dispensings be?
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var/cooldowndelay = 0 SECONDS
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/obj/item/rsf/Initialize(mapload)
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. = ..()
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to_dispense = cost_by_item[1]
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dispense_cost = cost_by_item[to_dispense]
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/obj/item/rsf/examine(mob/user)
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. = ..()
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. += span_notice("It currently holds [matter]/[max_matter] [discriptor].")
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/obj/item/rsf/cyborg
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matter = 30
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/obj/item/rsf/attackby(obj/item/W, mob/user, params)
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if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list
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var/tempMatter = matter_by_item[W.type] + matter
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if(tempMatter > max_matter)
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to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!"))
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return
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if(isstack(W))
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var/obj/item/stack/stack = W
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stack.use(1)
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else
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qdel(W)
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matter = tempMatter //We add its value
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playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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icon_state = base_icon_state//and set the icon state to the base state
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else
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return ..()
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/obj/item/rsf/attack_self(mob/user)
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playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
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var/target = cost_by_item
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var/cost = 0
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//Warning, prepare for bodgecode
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while(islist(target))//While target is a list we continue the loop
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var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE)
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if(!check_menu(user) || picked == null)
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return
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for(var/emem in target)//Back through target agian
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var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
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if(picked == initial(test.name))//We try and find the entry that matches the radial selection
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cost = target[emem]//We cash the cost
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target = emem
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break
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//If we found a list we start it all again, this time looking through its contents.
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//This allows for sublists
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to_dispense = target
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dispense_cost = cost
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// Change mode
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///Forms a radial menu based off an object in a list, or a list's associated object
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/obj/item/rsf/proc/formRadial(from)
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var/list/radial_list = list()
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for(var/meme in from)//We iterate through all of targets entrys
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var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
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//We then add their data into the radial menu
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radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
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return radial_list
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/obj/item/rsf/proc/check_menu(mob/user)
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/rsf/afterattack(atom/A, mob/user, proximity)
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if(cooldown > world.time)
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return
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. = ..()
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if(!proximity)
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return .
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. |= AFTERATTACK_PROCESSED_ITEM
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if (!is_allowed(A))
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return .
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if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
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playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
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var/atom/meme = new to_dispense(get_turf(A))
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to_chat(user, span_notice("[action_type] [meme.name]..."))
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cooldown = world.time + cooldowndelay
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return .
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///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE
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/obj/item/rsf/proc/use_matter(charge, mob/user)
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if(iscyborg(user))
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var/mob/living/silicon/robot/R = user
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var/end_charge = R.cell.charge - charge
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if(end_charge < 0)
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to_chat(user, span_warning("You do not have enough power to use [src]."))
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icon_state = spent_icon_state
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return FALSE
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R.cell.charge = end_charge
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return TRUE
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else
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if(matter - 1 < 0)
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to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left."))
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icon_state = spent_icon_state
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return FALSE
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matter--
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to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
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return TRUE
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///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
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/obj/item/rsf/proc/is_allowed(atom/to_check)
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for(var/sort in allowed_surfaces)
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if(istype(to_check, sort))
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return TRUE
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return FALSE
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/obj/item/rsf/cookiesynth
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name = "Cookie Synthesizer"
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desc = "A self-recharging device used to rapidly deploy cookies."
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icon_state = "rcd"
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base_icon_state = "rcd"
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spent_icon_state = "rcd"
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max_matter = 10
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cost_by_item = list(/obj/item/food/cookie = 100)
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dispense_cost = 100
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discriptor = "cookie-units"
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action_type = "Fabricates"
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cooldowndelay = 10 SECONDS
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///Tracks whether or not the cookiesynth is about to print a poisoned cookie
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var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
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/obj/item/rsf/cookiesynth/emag_act(mob/user)
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obj_flags ^= EMAGGED
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if(obj_flags & EMAGGED)
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to_chat(user, span_warning("You short out [src]'s reagent safety checker!"))
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else
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to_chat(user, span_warning("You reset [src]'s reagent safety checker!"))
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/obj/item/rsf/cookiesynth/attack_self(mob/user)
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var/mob/living/silicon/robot/P = null
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if(iscyborg(user))
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P = user
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if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin)
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toxin = TRUE
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to_dispense = /obj/item/food/cookie/sleepy
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to_chat(user, span_alert("Cookie Synthesizer hacked."))
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else
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toxin = FALSE
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to_dispense = /obj/item/food/cookie
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to_chat(user, span_notice("Cookie Synthesizer reset."))
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#undef OBJECT_OR_LIST_ELEMENT
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