Files
Bubberstation/code/game/machinery/constructable_frame.dm
Cuboos bf079d29d4 POWER TOOLS TAKE 2. (#20923)
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.
2016-10-14 10:19:23 +13:00

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"