mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 18:11:16 +00:00
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two. Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench) Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out. Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play) CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin. CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think) Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
313 lines
10 KiB
Plaintext
313 lines
10 KiB
Plaintext
/obj/structure/frame
|
|
name = "frame"
|
|
icon = 'icons/obj/stock_parts.dmi'
|
|
icon_state = "box_0"
|
|
density = 1
|
|
anchored = 1
|
|
obj_integrity = 250
|
|
max_integrity = 250
|
|
var/obj/item/weapon/circuitboard/circuit = null
|
|
var/state = 1
|
|
|
|
/obj/structure/frame/examine(user)
|
|
..()
|
|
if(circuit)
|
|
user << "It has \a [circuit] installed."
|
|
|
|
|
|
/obj/structure/frame/deconstruct(disassembled = TRUE)
|
|
if(!(flags & NODECONSTRUCT))
|
|
new /obj/item/stack/sheet/metal(loc, 5)
|
|
if(circuit)
|
|
circuit.forceMove(loc)
|
|
circuit = null
|
|
qdel(src)
|
|
|
|
|
|
/obj/structure/frame/machine
|
|
name = "machine frame"
|
|
var/list/components = null
|
|
var/list/req_components = null
|
|
var/list/req_component_names = null // user-friendly names of components
|
|
|
|
/obj/structure/frame/machine/examine(user)
|
|
..()
|
|
if(state == 3 && req_components && req_component_names)
|
|
var/hasContent = 0
|
|
var/requires = "It requires"
|
|
|
|
for(var/i = 1 to req_components.len)
|
|
var/tname = req_components[i]
|
|
var/amt = req_components[tname]
|
|
if(amt == 0)
|
|
continue
|
|
var/use_and = i == req_components.len
|
|
requires += "[(hasContent ? (use_and ? ", and" : ",") : "")] [amt] [amt == 1 ? req_component_names[tname] : "[req_component_names[tname]]\s"]"
|
|
hasContent = 1
|
|
|
|
if(hasContent)
|
|
user << requires + "."
|
|
else
|
|
user << "It does not require any more components."
|
|
|
|
/obj/structure/frame/machine/proc/update_namelist()
|
|
if(!req_components)
|
|
return
|
|
|
|
req_component_names = new()
|
|
for(var/tname in req_components)
|
|
if(ispath(tname, /obj/item/stack))
|
|
var/obj/item/stack/S = tname
|
|
var/singular_name = initial(S.singular_name)
|
|
if(singular_name)
|
|
req_component_names[tname] = singular_name
|
|
else
|
|
req_component_names[tname] = initial(S.name)
|
|
else
|
|
var/obj/O = tname
|
|
req_component_names[tname] = initial(O.name)
|
|
|
|
/obj/structure/frame/machine/proc/get_req_components_amt()
|
|
var/amt = 0
|
|
for(var/path in req_components)
|
|
amt += req_components[path]
|
|
return amt
|
|
|
|
/obj/structure/frame/machine/attackby(obj/item/P, mob/user, params)
|
|
switch(state)
|
|
if(1)
|
|
if(istype(P, /obj/item/weapon/circuitboard/machine))
|
|
user << "<span class='warning'>The frame needs wiring first!</span>"
|
|
return
|
|
else if(istype(P, /obj/item/weapon/circuitboard))
|
|
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
|
|
return
|
|
if(istype(P, /obj/item/stack/cable_coil))
|
|
var/obj/item/stack/cable_coil/C = P
|
|
if(C.get_amount() >= 5)
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
|
user << "<span class='notice'>You start to add cables to the frame...</span>"
|
|
if(do_after(user, 20/P.toolspeed, target = src))
|
|
if(C.get_amount() >= 5 && state == 1)
|
|
C.use(5)
|
|
user << "<span class='notice'>You add cables to the frame.</span>"
|
|
state = 2
|
|
icon_state = "box_1"
|
|
else
|
|
user << "<span class='warning'>You need five length of cable to wire the frame!</span>"
|
|
return
|
|
if(istype(P, /obj/item/weapon/screwdriver) && !anchored)
|
|
playsound(src.loc, P.usesound, 50, 1)
|
|
user.visible_message("<span class='warning'>[user] disassembles the frame.</span>", \
|
|
"<span class='notice'>You start to disassemble the frame...</span>", "You hear banging and clanking.")
|
|
if(do_after(user, 40/P.toolspeed, target = src))
|
|
if(state == 1)
|
|
user << "<span class='notice'>You disassemble the frame.</span>"
|
|
var/obj/item/stack/sheet/metal/M = new (loc, 5)
|
|
M.add_fingerprint(user)
|
|
qdel(src)
|
|
return
|
|
if(istype(P, /obj/item/weapon/wrench))
|
|
user << "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>"
|
|
playsound(src.loc, P.usesound, 75, 1)
|
|
if(do_after(user, 40/P.toolspeed, target = src))
|
|
if(state == 1)
|
|
user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
|
|
anchored = !anchored
|
|
return
|
|
|
|
if(2)
|
|
if(istype(P, /obj/item/weapon/wrench))
|
|
user << "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>"
|
|
playsound(src.loc, P.usesound, 75, 1)
|
|
if(do_after(user, 40/P.toolspeed, target = src))
|
|
user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
|
|
anchored = !anchored
|
|
return
|
|
|
|
if(istype(P, /obj/item/weapon/circuitboard/machine))
|
|
if(!anchored)
|
|
user << "<span class='warning'>The frame needs to be secured first!</span>"
|
|
return
|
|
var/obj/item/weapon/circuitboard/machine/B = P
|
|
if(!user.drop_item())
|
|
return
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
|
|
user << "<span class='notice'>You add the circuit board to the frame.</span>"
|
|
circuit = B
|
|
B.loc = src
|
|
icon_state = "box_2"
|
|
state = 3
|
|
components = list()
|
|
req_components = B.req_components.Copy()
|
|
update_namelist()
|
|
return
|
|
|
|
else if(istype(P, /obj/item/weapon/circuitboard))
|
|
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
|
|
return
|
|
|
|
if(istype(P, /obj/item/weapon/wirecutters))
|
|
playsound(src.loc, P.usesound, 50, 1)
|
|
user << "<span class='notice'>You remove the cables.</span>"
|
|
state = 1
|
|
icon_state = "box_0"
|
|
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( src.loc )
|
|
A.amount = 5
|
|
return
|
|
|
|
if(3)
|
|
if(istype(P, /obj/item/weapon/crowbar))
|
|
playsound(src.loc, P.usesound, 50, 1)
|
|
state = 2
|
|
circuit.loc = src.loc
|
|
components.Remove(circuit)
|
|
circuit = null
|
|
if(components.len == 0)
|
|
user << "<span class='notice'>You remove the circuit board.</span>"
|
|
else
|
|
user << "<span class='notice'>You remove the circuit board and other components.</span>"
|
|
for(var/atom/movable/A in components)
|
|
A.loc = src.loc
|
|
desc = initial(desc)
|
|
req_components = null
|
|
components = null
|
|
icon_state = "box_1"
|
|
return
|
|
|
|
if(istype(P, /obj/item/weapon/screwdriver))
|
|
var/component_check = 1
|
|
for(var/R in req_components)
|
|
if(req_components[R] > 0)
|
|
component_check = 0
|
|
break
|
|
if(component_check)
|
|
playsound(src.loc, P.usesound, 50, 1)
|
|
var/obj/machinery/new_machine = new src.circuit.build_path(src.loc, 1)
|
|
new_machine.on_construction()
|
|
for(var/obj/O in new_machine.component_parts)
|
|
qdel(O)
|
|
new_machine.component_parts = list()
|
|
for(var/obj/O in src)
|
|
O.loc = null
|
|
new_machine.component_parts += O
|
|
circuit.loc = null
|
|
new_machine.RefreshParts()
|
|
qdel(src)
|
|
return
|
|
|
|
if(istype(P, /obj/item/weapon/storage/part_replacer) && P.contents.len && get_req_components_amt())
|
|
var/obj/item/weapon/storage/part_replacer/replacer = P
|
|
var/list/added_components = list()
|
|
var/list/part_list = list()
|
|
|
|
//Assemble a list of current parts, then sort them by their rating!
|
|
for(var/obj/item/weapon/stock_parts/co in replacer)
|
|
part_list += co
|
|
//Sort the parts. This ensures that higher tier items are applied first.
|
|
part_list = sortTim(part_list, /proc/cmp_rped_sort)
|
|
|
|
for(var/path in req_components)
|
|
while(req_components[path] > 0 && (locate(path) in part_list))
|
|
var/obj/item/part = (locate(path) in part_list)
|
|
added_components[part] = path
|
|
replacer.remove_from_storage(part, src)
|
|
req_components[path]--
|
|
part_list -= part
|
|
|
|
for(var/obj/item/weapon/stock_parts/part in added_components)
|
|
components += part
|
|
user << "<span class='notice'>[part.name] applied.</span>"
|
|
if(added_components.len)
|
|
replacer.play_rped_sound()
|
|
return
|
|
|
|
if(istype(P, /obj/item) && get_req_components_amt())
|
|
for(var/I in req_components)
|
|
if(istype(P, I) && (req_components[I] > 0))
|
|
if(istype(P, /obj/item/stack))
|
|
var/obj/item/stack/S = P
|
|
var/used_amt = min(round(S.get_amount()), req_components[I])
|
|
|
|
if(used_amt && S.use(used_amt))
|
|
var/obj/item/stack/NS = locate(S.merge_type) in components
|
|
|
|
if(!NS)
|
|
NS = new S.merge_type(src, used_amt)
|
|
components += NS
|
|
else
|
|
NS.add(used_amt)
|
|
|
|
req_components[I] -= used_amt
|
|
user << "<span class='notice'>You add [P] to [src].</span>"
|
|
return
|
|
if(!user.drop_item())
|
|
break
|
|
user << "<span class='notice'>You add [P] to [src].</span>"
|
|
P.forceMove(src)
|
|
components += P
|
|
req_components[I]--
|
|
return 1
|
|
user << "<span class='warning'>You cannot add that to the machine!</span>"
|
|
return 0
|
|
if(user.a_intent == "harm")
|
|
return ..()
|
|
|
|
|
|
/obj/structure/frame/machine/deconstruct(disassembled = TRUE)
|
|
if(!(flags & NODECONSTRUCT))
|
|
if(state >= 2)
|
|
new /obj/item/stack/cable_coil(loc , 5)
|
|
for(var/X in components)
|
|
var/obj/item/I = X
|
|
I.forceMove(loc)
|
|
..()
|
|
|
|
|
|
|
|
//Machine Frame Circuit Boards
|
|
/*Common Parts: Parts List: Ignitor, Timer, Infra-red laser, Infra-red sensor, t_scanner, Capacitor, Valve, sensor unit,
|
|
micro-manipulator, console screen, beaker, Microlaser, matter bin, power cells.
|
|
*/
|
|
|
|
/obj/item/weapon/circuitboard/machine
|
|
var/list/req_components = null
|
|
// Components required by the machine.
|
|
// Example: list(/obj/item/weapon/stock_parts/matter_bin = 5)
|
|
var/list/def_components = null
|
|
// Default replacements for req_components, to be used in apply_default_parts instead of req_components types
|
|
// Example: list(/obj/item/weapon/stock_parts/matter_bin = /obj/item/weapon/stock_parts/matter_bin/super)
|
|
|
|
/obj/item/weapon/circuitboard/machine/proc/apply_default_parts(obj/machinery/M)
|
|
if(!req_components)
|
|
return
|
|
|
|
M.component_parts = list(src) // List of components always contains a board
|
|
loc = null
|
|
|
|
for(var/comp_path in req_components)
|
|
var/comp_amt = req_components[comp_path]
|
|
if(!comp_amt)
|
|
continue
|
|
|
|
if(def_components && def_components[comp_path])
|
|
comp_path = def_components[comp_path]
|
|
|
|
if(ispath(comp_path, /obj/item/stack))
|
|
M.component_parts += new comp_path(null, comp_amt)
|
|
else
|
|
for(var/i in 1 to comp_amt)
|
|
M.component_parts += new comp_path(null)
|
|
|
|
M.RefreshParts()
|
|
|
|
|
|
/obj/item/weapon/circuitboard/machine/abductor
|
|
name = "alien board (Report This)"
|
|
icon_state = "abductor_mod"
|
|
origin_tech = "programming=5;abductor=3"
|
|
|
|
/obj/item/weapon/circuitboard/machine/clockwork
|
|
name = "clockwork board (Report This)"
|
|
icon_state = "clock_mod"
|