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* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc
274 lines
9.3 KiB
Plaintext
274 lines
9.3 KiB
Plaintext
//Aux base construction console
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/mob/camera/aiEye/remote/base_construction
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name = "construction holo-drone"
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move_on_shuttle = 1 //Allows any curious crew to watch the base after it leaves. (This is safe as the base cannot be modified once it leaves)
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icon = 'icons/obj/mining.dmi'
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icon_state = "construction_drone"
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var/area/starting_area
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/mob/camera/aiEye/remote/base_construction/Initialize()
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..()
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starting_area = get_area(loc)
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/mob/camera/aiEye/remote/base_construction/setLoc(var/t)
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var/area/curr_area = get_area(t)
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if(curr_area == starting_area || istype(curr_area, /area/shuttle/auxillary_base))
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return ..()
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//While players are only allowed to build in the base area, but consoles starting outside the base can move into the base area to begin work.
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/mob/camera/aiEye/remote/base_construction/relaymove(mob/user, direct)
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dir = direct //This camera eye is visible as a drone, and needs to keep the dir updated
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..()
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/obj/item/weapon/rcd/internal //Base console's internal RCD. Roundstart consoles are filled, rebuilt cosoles start empty.
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name = "internal RCD"
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max_matter = 600 //Bigger container and faster speeds due to being specialized and stationary.
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no_ammo_message = "<span class='warning'>Internal matter exhausted. Please add additional materials.</span>"
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delay_mod = 0.5
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/obj/machinery/computer/camera_advanced/base_construction
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name = "base contruction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list("SS13")
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var/obj/item/weapon/rcd/internal/RCD //Internal RCD. The computer passes user commands to this in order to avoid massive copypaste.
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circuit = /obj/item/weapon/circuitboard/computer/base_construction
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off_action = new/datum/action/innate/camera_off/base_construction
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var/datum/action/innate/aux_base/switch_mode/switch_mode_action = new //Action for switching the RCD's build modes
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var/datum/action/innate/aux_base/build/build_action = new //Action for using the RCD
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var/datum/action/innate/aux_base/airlock_type/airlock_mode_action = new //Action for setting the airlock type
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var/datum/action/innate/aux_base/window_type/window_action = new //Action for setting the window type
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var/datum/action/innate/aux_base/place_fan/fan_action = new //Action for spawning fans
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var/fans_remaining = 0 //Number of fans in stock.
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var/datum/action/innate/aux_base/install_turret/turret_action = new //Action for spawning turrets
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var/turret_stock = 0 //Turrets in stock
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var/obj/machinery/computer/auxillary_base/found_aux_console //Tracker for the Aux base console, so the eye can always find it.
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icon_screen = "mining"
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icon_keyboard = "rd_key"
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light_color = LIGHT_COLOR_PINK
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/obj/machinery/computer/camera_advanced/base_construction/New()
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..()
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RCD = new /obj/item/weapon/rcd/internal(src)
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/obj/machinery/computer/camera_advanced/base_construction/Initialize(mapload)
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..()
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if(mapload) //Map spawned consoles have a filled RCD and stocked special structures
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RCD.matter = RCD.max_matter
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fans_remaining = 4
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turret_stock = 4
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/obj/machinery/computer/camera_advanced/base_construction/CreateEye()
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var/spawn_spot
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for(var/obj/machinery/computer/auxillary_base/ABC in GLOB.machines)
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if(istype(get_area(ABC), /area/shuttle/auxillary_base))
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found_aux_console = ABC
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break
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if(found_aux_console)
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spawn_spot = found_aux_console
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else
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spawn_spot = src
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eyeobj = new /mob/camera/aiEye/remote/base_construction(get_turf(spawn_spot))
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eyeobj.origin = src
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/obj/machinery/computer/camera_advanced/base_construction/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/rcd_ammo) || istype(W, /obj/item/stack/sheet))
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RCD.attackby(W, user, params) //If trying to feed the console more materials, pass it along to the RCD.
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else
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return ..()
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/obj/machinery/computer/camera_advanced/base_construction/Destroy()
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qdel(RCD)
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return ..()
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/obj/machinery/computer/camera_advanced/base_construction/GrantActions(mob/living/user)
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off_action.target = user
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off_action.Grant(user)
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switch_mode_action.target = src
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switch_mode_action.Grant(user)
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build_action.target = src
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build_action.Grant(user)
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airlock_mode_action.target = src
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airlock_mode_action.Grant(user)
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window_action.target = src
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window_action.Grant(user)
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fan_action.target = src
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fan_action.Grant(user)
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turret_action.target = src
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turret_action.Grant(user)
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eyeobj.invisibility = 0 //When the eye is in use, make it visible to players so they know when someone is building.
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/datum/action/innate/aux_base //Parent aux base action
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var/mob/living/C //Mob using the action
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var/mob/camera/aiEye/remote/base_construction/remote_eye //Console's eye mob
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var/obj/machinery/computer/camera_advanced/base_construction/B //Console itself
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/datum/action/innate/aux_base/Activate()
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if(!target)
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return TRUE
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C = owner
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remote_eye = C.remote_control
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B = target
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if(!B.RCD) //The console must always have an RCD.
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B.RCD = new /obj/item/weapon/rcd/internal(src) //If the RCD is lost somehow, make a new (empty) one!
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/datum/action/innate/aux_base/proc/check_spot()
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//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.
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var/turf/build_target = get_turf(remote_eye)
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var/area/build_area = get_area(build_target)
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if(!istype(build_area, /area/shuttle/auxillary_base))
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to_chat(owner, "<span class='warning'>You can only build within the mining base!</span>")
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return FALSE
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if(build_target.z != ZLEVEL_STATION)
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to_chat(owner, "<span class='warning'>The mining base has launched and can no longer be modified.</span>")
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return FALSE
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return TRUE
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/datum/action/innate/camera_off/base_construction
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name = "Log out"
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/datum/action/innate/camera_off/base_construction/Activate()
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if(!owner || !owner.remote_control)
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return
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var/mob/camera/aiEye/remote/base_construction/remote_eye =owner.remote_control
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var/obj/machinery/computer/camera_advanced/base_construction/origin = remote_eye.origin
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origin.switch_mode_action.Remove(target)
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origin.build_action.Remove(target)
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origin.airlock_mode_action.Remove(target)
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origin.window_action.Remove(target)
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origin.fan_action.Remove(target)
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origin.turret_action.Remove(target)
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remote_eye.invisibility = INVISIBILITY_MAXIMUM //Hide the eye when not in use.
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..()
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//*******************FUNCTIONS*******************
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/datum/action/innate/aux_base/build
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name = "Build"
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button_icon_state = "build"
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/datum/action/innate/aux_base/build/Activate()
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if(..())
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return
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if(!check_spot())
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return
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var/atom/movable/rcd_target
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var/turf/target_turf = get_turf(remote_eye)
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//Find airlocks
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rcd_target = locate(/obj/machinery/door/airlock) in target_turf
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if(!rcd_target)
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rcd_target = locate (/obj/structure) in target_turf
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if(!rcd_target || !rcd_target.anchored)
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rcd_target = target_turf
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owner.changeNext_move(CLICK_CD_RANGE)
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B.RCD.afterattack(rcd_target, owner, TRUE) //Activate the RCD and force it to work remotely!
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playsound(target_turf, 'sound/items/Deconstruct.ogg', 60, 1)
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/datum/action/innate/aux_base/switch_mode
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name = "Switch Mode"
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button_icon_state = "builder_mode"
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/datum/action/innate/aux_base/switch_mode/Activate()
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if(..())
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return
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var/list/buildlist = list("Walls and Floors" = 1,"Airlocks" = 2,"Deconstruction" = 3,"Windows and Grilles" = 4)
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var/buildmode = input("Set construction mode.", "Base Console", null) in buildlist
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B.RCD.mode = buildlist[buildmode]
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to_chat(owner, "Build mode is now [buildmode].")
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/datum/action/innate/aux_base/airlock_type
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name = "Select Airlock Type"
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button_icon_state = "airlock_select"
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datum/action/innate/aux_base/airlock_type/Activate()
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if(..())
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return
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B.RCD.change_airlock_setting()
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datum/action/innate/aux_base/window_type
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name = "Select Window Type"
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button_icon_state = "window_select"
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datum/action/innate/aux_base/window_type/Activate()
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if(..())
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return
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B.RCD.toggle_window_type()
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datum/action/innate/aux_base/place_fan
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name = "Place Tiny Fan"
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button_icon_state = "build_fan"
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datum/action/innate/aux_base/place_fan/Activate()
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if(..())
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return
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var/turf/fan_turf = get_turf(remote_eye)
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if(!B.fans_remaining)
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to_chat(owner, "<span class='warning'>[B] is out of fans!</span>")
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return
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if(!check_spot())
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return
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if(fan_turf.density)
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to_chat(owner, "<span class='warning'>Fans may only be placed on a floor.</span>")
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return
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new /obj/structure/fans/tiny(fan_turf)
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B.fans_remaining--
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to_chat(owner, "<span class='notice'>Tiny fan placed. [B.fans_remaining] remaining.</span>")
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playsound(fan_turf, 'sound/machines/click.ogg', 50, 1)
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datum/action/innate/aux_base/install_turret
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name = "Install Plasma Anti-Wildlife Turret"
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button_icon_state = "build_turret"
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datum/action/innate/aux_base/install_turret/Activate()
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if(..())
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return
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if(!check_spot())
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return
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if(!B.turret_stock)
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to_chat(owner, "<span class='warning'>Unable to construct additional turrets.</span>")
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return
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var/turf/turret_turf = get_turf(remote_eye)
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if(is_blocked_turf(turret_turf))
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to_chat(owner, "<span class='warning'>Location is obtructed by something. Please clear the location and try again.</span>")
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return
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var/obj/machinery/porta_turret/aux_base/T = new /obj/machinery/porta_turret/aux_base(turret_turf)
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if(B.found_aux_console)
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B.found_aux_console.turrets += T //Add new turret to the console's control
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B.turret_stock--
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to_chat(owner, "<span class='notice'>Turret installation complete!</span>")
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playsound(turret_turf, 'sound/items/drill_use.ogg', 65, 1) |