Files
Bubberstation/code/modules/recycling/disposal/construction.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

186 lines
5.7 KiB
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// Disposal pipe construction
// This is the pipe that you drag around, not the attached ones.
/obj/structure/disposalconstruct
name = "disposal pipe segment"
desc = "A huge pipe segment used for constructing disposal systems."
icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
icon_state = "conpipe"
anchored = FALSE
density = FALSE
pressure_resistance = 5*ONE_ATMOSPHERE
max_integrity = 200
var/obj/pipe_type = /obj/structure/disposalpipe/segment
var/pipename
/obj/structure/disposalconstruct/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
set_density(anchorvalue ? initial(pipe_type.density) : FALSE)
/obj/structure/disposalconstruct/Initialize(mapload, _pipe_type, _dir = SOUTH, flip = FALSE, obj/make_from)
. = ..()
if(make_from)
pipe_type = make_from.type
setDir(make_from.dir)
set_anchored(TRUE)
else
if(_pipe_type)
pipe_type = _pipe_type
setDir(_dir)
pipename = initial(pipe_type.name)
AddComponent(/datum/component/simple_rotation, AfterRotation = CALLBACK(src, PROC_REF(AfterRotation)))
AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE)
if(flip)
var/datum/component/simple_rotation/rotcomp = GetComponent(/datum/component/simple_rotation)
rotcomp.Rotate(usr, ROTATION_FLIP) // this only gets used by pipes created by RPDs or pipe dispensers
update_appearance(UPDATE_ICON)
/obj/structure/disposalconstruct/Move()
var/old_dir = dir
..()
setDir(old_dir) //pipes changing direction when moved is just annoying and buggy
/obj/structure/disposalconstruct/update_icon_state()
if(ispath(pipe_type, /obj/machinery/disposal/bin))
// Disposal bins receive special icon treating
icon_state = "[anchored ? "con" : null]disposal"
return ..()
icon_state = "[is_pipe() ? "con" : null][initial(pipe_type.icon_state)]"
return ..()
// Extra layer handling
/obj/structure/disposalconstruct/update_icon()
. = ..()
if(!is_pipe())
return
layer = anchored ? initial(pipe_type.layer) : initial(layer)
/obj/structure/disposalconstruct/proc/get_disposal_dir()
if(!is_pipe())
return NONE
var/obj/structure/disposalpipe/temp = pipe_type
var/initialize_dirs = initial(temp.initialize_dirs)
var/dpdir = NONE
if(ISDIAGONALDIR(dir)) // Bent pipes
return dir
if(initialize_dirs != DISP_DIR_NONE)
dpdir = dir
if(initialize_dirs & DISP_DIR_LEFT)
dpdir |= turn(dir, 90)
if(initialize_dirs & DISP_DIR_RIGHT)
dpdir |= turn(dir, -90)
if(initialize_dirs & DISP_DIR_FLIP)
dpdir |= turn(dir, 180)
return dpdir
/obj/structure/disposalconstruct/proc/AfterRotation(mob/user, degrees)
if(degrees == ROTATION_FLIP)
var/obj/structure/disposalpipe/temp = pipe_type
if(initial(temp.flip_type))
if(ISDIAGONALDIR(dir)) // Fix RPD-induced diagonal turning
setDir(turn(dir, 45))
pipe_type = initial(temp.flip_type)
update_appearance()
/obj/structure/disposalconstruct/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
// construction/deconstruction
// wrench: (un)anchor
// weldingtool: convert to real pipe
/obj/structure/disposalconstruct/wrench_act(mob/living/user, obj/item/I)
..()
if(anchored)
set_anchored(FALSE)
to_chat(user, span_notice("You detach the [pipename] from the underfloor."))
else
var/ispipe = is_pipe() // Indicates if we should change the level of this pipe
var/turf/T = get_turf(src)
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && isfloorturf(T))
var/obj/item/crowbar/held_crowbar = user.is_holding_item_of_type(/obj/item/crowbar)
if(!held_crowbar || !T.crowbar_act(user, held_crowbar))
to_chat(user, span_warning("You can only attach the [pipename] if the floor plating is removed!"))
return TRUE
if(!ispipe && iswallturf(T))
to_chat(user, span_warning("You can't build [pipename]s on walls, only disposal pipes!"))
return TRUE
if(ispipe)
var/dpdir = get_disposal_dir()
for(var/obj/structure/disposalpipe/CP in T)
var/pdir = CP.dpdir
if(istype(CP, /obj/structure/disposalpipe/broken))
pdir = CP.dir
if(pdir & dpdir)
if(istype(CP, /obj/structure/disposalpipe/broken))
qdel(CP)
else
to_chat(user, span_warning("There is already a disposal pipe at that location!"))
return TRUE
else // Disposal or outlet
var/found_trunk = locate(/obj/structure/disposalpipe/trunk) in T
if(!found_trunk)
to_chat(user, span_warning("The [pipename] requires a trunk underneath it in order to work!"))
return TRUE
set_anchored(TRUE)
to_chat(user, span_notice("You attach the [pipename] to the underfloor."))
I.play_tool_sound(src, 100)
update_appearance()
return TRUE
/obj/structure/disposalconstruct/welder_act(mob/living/user, obj/item/I)
..()
if(anchored)
var/turf/T = get_turf(src)
if(!is_pipe() && ((locate(/obj/machinery/disposal) in T) || ((locate(/obj/structure/disposaloutlet) in T))))
to_chat(user, span_warning("A disposals machine already exists here!"))
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
to_chat(user, span_notice("You start welding the [pipename] in place..."))
if(I.use_tool(src, user, 8, volume=50))
to_chat(user, span_notice("The [pipename] has been welded in place."))
var/obj/O = new pipe_type(loc, src)
transfer_fingerprints_to(O)
else
to_chat(user, span_warning("You need to attach it to the plating first!"))
return TRUE
/obj/structure/disposalconstruct/proc/is_pipe()
return ispath(pipe_type, /obj/structure/disposalpipe)
//helper proc that makes sure you can place the construct (i.e no dense objects stacking)
/obj/structure/disposalconstruct/proc/can_place()
if(is_pipe())
return TRUE
for(var/obj/structure/disposalconstruct/DC in get_turf(src))
if(DC == src)
continue
if(!DC.is_pipe()) //there's already a chute/outlet/bin there
return FALSE
return TRUE