Files
Bubberstation/code/game/objects/structures/signs/_signs.dm
T
Couls c0e46fabf7 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
/🆑
2023-06-19 23:01:10 -07:00

260 lines
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/obj/structure/sign
icon = 'icons/obj/signs.dmi'
anchored = TRUE
opacity = FALSE
density = FALSE
layer = SIGN_LAYER
custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
max_integrity = 100
armor_type = /datum/armor/structure_sign
resistance_flags = FLAMMABLE
///Determines if a sign is unwrenchable.
var/buildable_sign = TRUE
///This determines if you can select this sign type when using a pen on a sign backing. False by default, set to true per sign type to override.
var/is_editable = FALSE
///sign_change_name is used to make nice looking, alphebetized and categorized names when you use a pen on any sign item or structure which is_editable.
var/sign_change_name
/datum/armor/structure_sign
melee = 50
fire = 50
acid = 50
/obj/structure/sign/Initialize(mapload)
. = ..()
register_context()
/obj/structure/sign/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
switch (held_item?.tool_behaviour)
if (TOOL_WELDER)
context[SCREENTIP_CONTEXT_LMB] = "Repair"
return CONTEXTUAL_SCREENTIP_SET
if (TOOL_WRENCH)
if(!buildable_sign)
return ///Cannot be unfastened regardless.
context[SCREENTIP_CONTEXT_LMB] = "Unfasten"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/structure/sign/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/structure/sign/wrench_act(mob/living/user, obj/item/wrench/I)
. = ..()
if(!buildable_sign)
return TRUE
user.visible_message(span_notice("[user] starts removing [src]..."), \
span_notice("You start unfastening [src]."))
I.play_tool_sound(src)
if(!I.use_tool(src, user, 4 SECONDS))
return TRUE
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
user.visible_message(span_notice("[user] unfastens [src]."), \
span_notice("You unfasten [src]."))
var/obj/item/sign/unwrenched_sign = new (get_turf(user))
if(type != /obj/structure/sign/blank) //If it's still just a basic sign backing, we can (and should) skip some of the below variable transfers.
unwrenched_sign.name = name //Copy over the sign structure variables to the sign item we're creating when we unwrench a sign.
unwrenched_sign.desc = "[desc] It can be placed on a wall."
unwrenched_sign.icon = icon
unwrenched_sign.icon_state = icon_state
unwrenched_sign.sign_path = type
unwrenched_sign.set_custom_materials(custom_materials) //This is here so picture frames and wooden things don't get messed up.
unwrenched_sign.is_editable = is_editable
unwrenched_sign.update_integrity(get_integrity()) //Transfer how damaged it is.
unwrenched_sign.setDir(dir)
qdel(src) //The sign structure on the wall goes poof and only the sign item from unwrenching remains.
return TRUE
/obj/structure/sign/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This sign is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume =50 ))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/structure/sign/attackby(obj/item/I, mob/user, params)
if(is_editable && istype(I, /obj/item/pen))
if(!length(GLOB.editable_sign_types))
CRASH("GLOB.editable_sign_types failed to populate")
var/choice = tgui_input_list(user, "Select a sign type", "Sign Customization", GLOB.editable_sign_types)
if(isnull(choice))
return
if(!Adjacent(user)) //Make sure user is adjacent still.
to_chat(user, span_warning("You need to stand next to the sign to change it!"))
return
user.visible_message(span_notice("[user] begins changing [src]."), \
span_notice("You begin changing [src]."))
if(!do_after(user, 4 SECONDS, target = src)) //Small delay for changing signs instead of it being instant, so somebody could be shoved or stunned to prevent them from doing so.
return
var/sign_type = GLOB.editable_sign_types[choice]
//It's import to clone the pixel layout information.
//Otherwise signs revert to being on the turf and
//move jarringly.
var/obj/structure/sign/changedsign = new sign_type(get_turf(src))
changedsign.pixel_x = pixel_x
changedsign.pixel_y = pixel_y
changedsign.atom_integrity = atom_integrity
qdel(src)
user.visible_message(span_notice("[user] finishes changing the sign."), \
span_notice("You finish changing the sign."))
return
return ..()
/obj/structure/sign/blank //This subtype is necessary for now because some other things (posters, picture frames, paintings) inheret from the parent type.
icon_state = "backing"
name = "sign backing"
desc = "A plastic sign backing, use a pen to change the decal. It can be detached from the wall with a wrench."
is_editable = TRUE
sign_change_name = "Blank Sign"
/obj/structure/sign/nanotrasen
name = "\improper Nanotrasen logo sign"
sign_change_name = "Corporate Logo - Nanotrasen"
desc = "A sign with the Nanotrasen logo on it. Glory to Nanotrasen!"
icon_state = "nanotrasen"
is_editable = TRUE
/obj/structure/sign/logo
name = "\improper Nanotrasen logo sign"
desc = "The Nanotrasen corporate logo."
icon_state = "nanotrasen_sign1"
buildable_sign = FALSE
/obj/item/sign
name = "sign backing"
desc = "A plastic sign backing, use a pen to change the decal. It can be placed on a wall."
icon = 'icons/obj/signs.dmi'
icon_state = "backing"
inhand_icon_state = "backing"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/plastic =SHEET_MATERIAL_AMOUNT)
armor_type = /datum/armor/item_sign
resistance_flags = FLAMMABLE
max_integrity = 100
///The type of sign structure that will be created when placed on a turf, the default looks just like a sign backing item.
var/sign_path = /obj/structure/sign/blank
///This determines if you can select this sign type when using a pen on a sign backing. False by default, set to true per sign type to override.
var/is_editable = TRUE
/datum/armor/item_sign
melee = 50
fire = 50
acid = 50
/obj/item/sign/Initialize(mapload) //Signs not attached to walls are always rotated so they look like they're laying horizontal.
. = ..()
var/matrix/M = matrix()
M.Turn(90)
transform = M
register_context()
/obj/item/sign/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(is_editable && istype(held_item, /obj/item/pen))
context[SCREENTIP_CONTEXT_LMB] = "Change design"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/sign/attackby(obj/item/I, mob/user, params)
if(is_editable && istype(I, /obj/item/pen))
if(!length(GLOB.editable_sign_types))
CRASH("GLOB.editable_sign_types failed to populate")
var/choice = tgui_input_list(user, "Select a sign type", "Sign Customization", GLOB.editable_sign_types)
if(isnull(choice))
return
if(!Adjacent(user)) //Make sure user is adjacent still.
to_chat(user, span_warning("You need to stand next to the sign to change it!"))
return
user.visible_message(span_notice("You begin changing [src]."))
if(!do_after(user, 4 SECONDS, target = src))
return
set_sign_type(GLOB.editable_sign_types[choice])
user.visible_message(span_notice("You finish changing the sign."))
return
return ..()
/obj/item/sign/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!iswallturf(target) || !proximity)
return
var/turf/target_turf = target
var/turf/user_turf = get_turf(user)
var/obj/structure/sign/placed_sign = new sign_path(user_turf) //We place the sign on the turf the user is standing, and pixel shift it to the target wall, as below.
//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
var/dir = get_dir(user_turf, target_turf)
if(dir & NORTH)
placed_sign.pixel_y = 32
else if(dir & SOUTH)
placed_sign.pixel_y = -32
if(dir & EAST)
placed_sign.pixel_x = 32
else if(dir & WEST)
placed_sign.pixel_x = -32
user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
span_notice("You attach the sign to [target_turf]."))
playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
placed_sign.update_integrity(get_integrity())
placed_sign.setDir(dir)
qdel(src)
/obj/item/sign/welder_act(mob/living/user, obj/item/I)
. = ..()
if(user.combat_mode)
return FALSE
if(atom_integrity == max_integrity)
to_chat(user, span_warning("This sign is already in perfect condition."))
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user] starts repairing [src]..."), \
span_notice("You start repairing [src]."))
if(!I.use_tool(src, user, 4 SECONDS, volume =50 ))
return TRUE
user.visible_message(span_notice("[user] finishes repairing [src]."), \
span_notice("You finish repairing [src]."))
atom_integrity = max_integrity
return TRUE
/obj/item/sign/proc/set_sign_type(obj/structure/sign/fake_type)
name = initial(fake_type.name)
if(fake_type != /obj/structure/sign/blank)
desc = "[initial(fake_type.desc)] It can be placed on a wall."
else
desc = initial(desc)
icon_state = initial(fake_type.icon_state)
sign_path = fake_type
/obj/item/sign/random/Initialize(mapload)
. = ..()
set_sign_type(GLOB.editable_sign_types[pick(GLOB.editable_sign_types)])
/**
* This proc populates GLOBAL_LIST_EMPTY(editable_sign_types)
*
* The first time a pen is used on any sign, this populates GLOBAL_LIST_EMPTY(editable_sign_types), creating a global list of all the signs that you can set a sign backing to with a pen.
*/
/proc/populate_editable_sign_types()
var/list/output = list()
for(var/s in subtypesof(/obj/structure/sign))
var/obj/structure/sign/potential_sign = s
if(!initial(potential_sign.is_editable))
continue
output[initial(potential_sign.sign_change_name)] = potential_sign
output = sort_list(output) //Alphabetizes the results.
return output