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Bubberstation/code/game/objects/structures/construction_consolse/construction_actions.dm
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01c508c810 [MIRROR] orange's chemical romance Pt. 1: Base construction console refactor (#2278)
* Base construction console refactor (#55451)

Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.

This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc

In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game

The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.

* orange's chemical romance Pt. 1: Base construction console refactor

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
2020-12-23 06:13:58 +01:00

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/datum/action/innate/camera_off/base_construction
name = "Log out"
///Generic construction action for base [construction consoles][/obj/machinery/computer/camera_advanced/base_construction].
/datum/action/innate/construction
icon_icon = 'icons/mob/actions/actions_construction.dmi'
///Console's eye mob
var/mob/camera/ai_eye/remote/base_construction/remote_eye
///Console itself
var/obj/machinery/computer/camera_advanced/base_construction/base_console
///Is this used to build only on the station z level?
var/only_station_z = TRUE
/datum/action/innate/construction/Activate()
if(!target)
return TRUE
remote_eye = owner.remote_control
base_console = target
///Sanity check for any construction action that relies on an RCD being in the base console
/datum/action/innate/construction/proc/check_rcd()
//The console must always have an RCD.
if(!base_console.internal_rcd)
CRASH("Base console is somehow missing an internal RCD!")
///Check a loction to see if it is inside the aux base at the station. Camera visbility checks omitted so as to not hinder construction.
/datum/action/innate/construction/proc/check_spot()
var/turf/build_target = get_turf(remote_eye)
var/area/build_area = get_area(build_target)
var/area/area_constraint = base_console.allowed_area
//If the console has no allowed_area var, then we're free to build wherever
if (!area_constraint)
return TRUE
if(!istype(build_area, area_constraint))
to_chat(owner, "<span class='warning'>You can only build within [area_constraint]!</span>")
return FALSE
if(only_station_z && !is_station_level(build_target.z))
to_chat(owner, "<span class='warning'>[area_constraint] has launched and can no longer be modified.</span>")
return FALSE
return TRUE
/datum/action/innate/construction/build
name = "Build"
button_icon_state = "build"
/datum/action/innate/construction/build/Activate()
if(..())
return
if(!check_spot())
return
var/turf/target_turf = get_turf(remote_eye)
var/atom/rcd_target = target_turf
//Find airlocks and other shite
for(var/obj/S in target_turf)
if(LAZYLEN(S.rcd_vals(owner,base_console.internal_rcd)))
rcd_target = S //If we don't break out of this loop we'll get the last placed thing
owner.changeNext_move(CLICK_CD_RANGE)
check_rcd()
base_console.internal_rcd.afterattack(rcd_target, owner, TRUE) //Activate the RCD and force it to work remotely!
playsound(target_turf, 'sound/items/deconstruct.ogg', 60, TRUE)
/datum/action/innate/construction/switch_mode
name = "Switch Mode"
button_icon_state = "builder_mode"
/datum/action/innate/construction/switch_mode/Activate()
if(..())
return
var/list/buildlist = list("Walls and Floors" = 1,"Airlocks" = 2,"Deconstruction" = 3,"Windows and Grilles" = 4)
var/buildmode = input("Set construction mode.", "Base Console", null) in buildlist
check_rcd()
base_console.internal_rcd.mode = buildlist[buildmode]
to_chat(owner, "Build mode is now [buildmode].")
/datum/action/innate/construction/airlock_type
name = "Select Airlock Type"
button_icon_state = "airlock_select"
/datum/action/innate/construction/airlock_type/Activate()
if(..())
return
check_rcd()
base_console.internal_rcd.change_airlock_setting()
/datum/action/innate/construction/window_type
name = "Select Window Glass"
button_icon_state = "window_select"
/datum/action/innate/construction/window_type/Activate()
if(..())
return
check_rcd()
base_console.internal_rcd.toggle_window_glass()
///Generic action used with base construction consoles to build anything that can't be built with an RCD
/datum/action/innate/construction/place_structure
name = "Place Generic Structure"
var/obj/structure_path
var/structure_name
var/place_sound
/datum/action/innate/construction/place_structure/Activate()
if(..())
return
var/turf/place_turf = get_turf(remote_eye)
if(!base_console.structures[structure_name])
to_chat(owner, "<span class='warning'>[base_console] is out of [structure_name]!</span>")
return
if(!check_spot())
return
//Can't place inside a closed turf
if(place_turf.density)
to_chat(owner, "<span class='warning'>[structure_name] may only be placed on a floor.</span>")
return
//Can't place two dense objects inside eachother
if(initial(structure_path.density) && place_turf.is_blocked_turf())
to_chat(owner, "<span class='warning'>Location is obstructed by something. Please clear the location and try again.</span>")
return
var/obj/placed_structure = new structure_path(place_turf)
base_console.structures[structure_name]--
var/remaining = base_console.structures[structure_name]
playsound(place_turf, place_sound, 50, TRUE)
after_place(placed_structure, remaining)
///Proc to handle additional behavior after placing an object
/datum/action/innate/construction/place_structure/proc/after_place()
return
/datum/action/innate/construction/place_structure/fan
name = "Place Tiny Fan"
button_icon_state = "build_fan"
structure_name = "fans"
structure_path = /obj/structure/fans/tiny
place_sound = 'sound/machines/click.ogg'
/datum/action/innate/construction/place_structure/turret/after_place(obj/placed_structure, remaining)
to_chat(owner, "<span class='notice'>Tiny fan placed. [remaining] fans remaining.</span>")
/datum/action/innate/construction/place_structure/turret
name = "Install Plasma Anti-Wildlife Turret"
button_icon_state = "build_turret"
structure_name = "turrets"
structure_path = /obj/machinery/porta_turret/aux_base
place_sound = 'sound/items/drill_use.ogg'
/datum/action/innate/construction/place_structure/turret/after_place(obj/placed_structure, remaining)
var/obj/machinery/computer/auxiliary_base/turret_controller = locate() in get_area(placed_structure)
if(!turret_controller)
to_chat(owner, "<span class='notice'><b>Warning:</b> Aux base controller not found. Turrets might not work properly.</span>")
return
turret_controller.turrets += placed_structure
to_chat(owner, "<span class='notice'>You've constructed an additional turret. [remaining] turrets remaining.</span>")