Files
Bubberstation/code/game/objects/items/weapons/RCD.dm
Bjorn Neergaard f214e547cb NanoUI Airlock Electronics
Also reworks a lot of the AE code.
2015-11-29 11:32:56 -06:00

513 lines
17 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/*
CONTAINS:
RCD
*/
/obj/item/weapon/rcd
name = "rapid-construction-device (RCD)"
desc = "A device used to rapidly build and deconstruct walls and floors."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0
flags = CONDUCT
force = 10
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = 3
materials = list(MAT_METAL=100000)
origin_tech = "engineering=4;materials=2"
req_access_txt = "11"
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
var/max_matter = 160
var/working = 0
var/mode = 1
var/canRturf = 0
var/airlock_type = /obj/machinery/door/airlock
var/advanced_airlock_setting = 1 //Set to 1 if you want more paintjobs available
var/sheetmultiplier = 4 //Controls the amount of matter added for each glass/metal sheet, triple for plasteel
var/plasteelmultiplier = 3 //Plasteel is worth 3 times more than glass or metal
var/list/conf_access = null
var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
/* Construction costs */
var/wallcost = 16
var/floorcost = 2
var/grillecost = 4
var/windowcost = 8
var/airlockcost = 16
var/deconwallcost = 26
var/deconfloorcost = 33
var/decongrillecost = 4
var/deconwindowcost = 8
var/deconairlockcost = 32
/* Build delays (deciseconds) */
var/walldelay = 20
var/floordelay = null //space wind's a bitch
var/grilledelay = 40
var/windowdelay = 40
var/airlockdelay = 50
var/deconwalldelay = 40
var/deconfloordelay = 50
var/decongrilledelay = null //as rapid as wirecutters
var/deconwindowdelay = 50
var/deconairlockdelay = 50
/obj/item/weapon/rcd/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] sets the RCD to 'Wall' and points it down \his throat! It looks like \he's trying to commit suicide..</span>")
return (BRUTELOSS)
/obj/item/weapon/rcd/verb/change_airlock_access()
set name = "Change Airlock Access"
set category = "Object"
set src in usr
if (!ishuman(usr) && !usr.has_unlimited_silicon_privilege)
return ..(usr)
var/mob/living/carbon/human/H = usr
if(H.getBrainLoss() >= 60)
return
var/t1 = text("")
if(use_one_access)
t1 += "Restriction Type: <a href='?src=\ref[src];access=one'>At least one access required</a><br>"
else
t1 += "Restriction Type: <a href='?src=\ref[src];access=one'>All accesses required</a><br>"
t1 += "<a href='?src=\ref[src];access=all'>Remove All</a><br>"
var/accesses = ""
accesses += "<div align='center'><b>Access</b></div>"
accesses += "<table style='width:100%'>"
accesses += "<tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%'><b>[get_region_accesses_name(i)]:</b></td>"
accesses += "</tr><tr>"
for(var/i = 1; i <= 7; i++)
accesses += "<td style='width:14%' valign='top'>"
for(var/A in get_region_accesses(i))
if(A in conf_access)
accesses += "<a href='?src=\ref[src];access=[A]'><font color=\"red\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=\ref[src];access=[A]'>[replacetext(get_access_desc(A), " ", "&nbsp")]</a> "
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
t1 += "<tt>[accesses]</tt>"
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
var/datum/browser/popup = new(usr, "airlock_electronics", "Access Control", 900, 500)
popup.set_content(t1)
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
onclose(usr, "airlock")
/obj/item/weapon/rcd/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (href_list["close"])
usr << browse(null, "window=airlock")
return
if (href_list["access"])
toggle_access(href_list["access"])
change_airlock_access()
/obj/item/weapon/rcd/proc/toggle_access(acc)
if (acc == "all")
conf_access = null
else if(acc == "one")
use_one_access = !use_one_access
else
var/req = text2num(acc)
if (conf_access == null)
conf_access = list()
if (!(req in conf_access))
conf_access += req
else
conf_access -= req
if (!conf_access.len)
conf_access = null
/obj/item/weapon/rcd/verb/change_airlock_setting()
set name = "Change Airlock Setting"
set category = "Object"
set src in usr
var airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock
if("Engineering")
airlock_type = /obj/machinery/door/airlock/engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/security
if("Command")
airlock_type = /obj/machinery/door/airlock/command
if("Medical")
airlock_type = /obj/machinery/door/airlock/medical
if("Research")
airlock_type = /obj/machinery/door/airlock/research
if("Mining")
airlock_type = /obj/machinery/door/airlock/mining
if("Maintenance")
airlock_type = /obj/machinery/door/airlock/maintenance
if("External")
airlock_type = /obj/machinery/door/airlock/external
if("High Security")
airlock_type = /obj/machinery/door/airlock/highsecurity
else
airlock_type = /obj/machinery/door/airlock
if("Glass")
if(advanced_airlock_setting == 1)
var airlockpaint = input(usr, "Select the paintjob of the airlock.") in list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
switch(airlockpaint)
if("Default")
airlock_type = /obj/machinery/door/airlock/glass
if("Engineering")
airlock_type = /obj/machinery/door/airlock/glass_engineering
if("Atmospherics")
airlock_type = /obj/machinery/door/airlock/glass_atmos
if("Security")
airlock_type = /obj/machinery/door/airlock/glass_security
if("Command")
airlock_type = /obj/machinery/door/airlock/glass_command
if("Medical")
airlock_type = /obj/machinery/door/airlock/glass_medical
if("Research")
airlock_type = /obj/machinery/door/airlock/glass_research
if("Mining")
airlock_type = /obj/machinery/door/airlock/glass_mining
else
airlock_type = /obj/machinery/door/airlock/glass
else
airlock_type = /obj/machinery/door/airlock
/obj/item/weapon/rcd/New()
..()
desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
src.spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
rcd_list += src
return
/obj/item/weapon/rcd/Destroy()
qdel(spark_system)
spark_system = null
rcd_list -= src
return ..()
/obj/item/weapon/rcd/attackby(obj/item/weapon/W, mob/user, params)
..()
if(isrobot(user)) //Make sure cyborgs can't load their RCDs
return
var/loaded = 0
if(istype(W, /obj/item/weapon/rcd_ammo))
var/obj/item/weapon/rcd_ammo/R = W
if((matter + R.ammoamt) > max_matter)
user << "<span class='warning'>The RCD can't hold any more matter-units!</span>"
return
if(!user.unEquip(W))
return
qdel(W)
matter += R.ammoamt
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
loaded = 1
else if(istype(W, /obj/item/stack/sheet/metal) || istype(W, /obj/item/stack/sheet/glass))
loaded = loadwithsheets(W, sheetmultiplier, user)
else if(istype(W, /obj/item/stack/sheet/plasteel))
loaded = loadwithsheets(W, plasteelmultiplier*sheetmultiplier, user) //Plasteel is worth 3 times more than glass or metal
if(loaded)
user << "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>"
desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
return
/obj/item/weapon/rcd/proc/loadwithsheets(obj/item/stack/sheet/S, value, mob/user)
var/maxsheets = round((max_matter-matter)/value) //calculate the max number of sheets that will fit in RCD
if(maxsheets > 0)
if(S.amount > maxsheets)
//S.amount -= maxsheets
S.use(maxsheets)
matter += value*maxsheets
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>You insert [maxsheets] [S.name] sheets into the RCD. </span>"
else
matter += value*(S.amount)
user.unEquip()
S.use(S.amount)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>You insert [S.amount] [S.name] sheets into the RCD. </span>"
return 1
user << "<span class='warning'>You can't insert any more [S.name] sheets into the RCD!"
return 0
/obj/item/weapon/rcd/attack_self(mob/user)
//Change the mode
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0)
switch(mode)
if(1)
mode = 2
user << "<span class='notice'>You change RCD's mode to 'Airlock'.</span>"
if(2)
mode = 3
user << "<span class='notice'>You change RCD's mode to 'Deconstruct'.</span>"
if(3)
mode = 4
user << "<span class='notice'>You change RCD's mode to 'Grilles & Windows'.</span>"
if(4)
mode = 1
user << "<span class='notice'>You change RCD's mode to 'Floor & Walls'.</span>"
if(prob(20))
src.spark_system.start()
return
/obj/item/weapon/rcd/proc/activate()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
/obj/item/weapon/rcd/afterattack(atom/A, mob/user, proximity)
if(!proximity) return 0
if(istype(A,/area/shuttle)||istype(A,/turf/space/transit))
return 0
if(!(istype(A, /turf) || istype(A, /obj/machinery/door/airlock) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/window)))
return 0
switch(mode)
if(1)
if(istype(A, /turf/space))
var/turf/space/S = A
if(useResource(floorcost, user))
user << "<span class='notice'>You start building floor...</span>"
activate()
S.ChangeTurf(/turf/simulated/floor/plating)
return 1
return 0
if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(checkResource(wallcost, user))
user << "<span class='notice'>You start building wall...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, walldelay, target = A))
if(!useResource(wallcost, user)) return 0
activate()
F.ChangeTurf(/turf/simulated/wall)
return 1
return 0
if(2)
if(istype(A, /turf/simulated/floor))
if(checkResource(airlockcost, user))
var/door_check = 1
for(var/obj/machinery/door/D in A)
if(!D.sub_door)
door_check = 0
break
if(door_check)
user << "<span class='notice'>You start building airlock...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, airlockdelay, target = A))
if(!useResource(airlockcost, user)) return 0
activate()
var/obj/machinery/door/airlock/T = new airlock_type( A )
T.electronics = new/obj/item/weapon/electronics/airlock( src.loc )
if(conf_access)
T.electronics.accesses = conf_access.Copy()
T.electronics.one_access = use_one_access
if(T.electronics.one_access)
T.req_one_access = T.electronics.accesses
else
T.req_access = T.electronics.accesses
if(!T.checkForMultipleDoors())
qdel(T)
useResource(-airlockcost, user)
return 0
T.autoclose = 1
return 1
return 0
else
user << "<span class='warning'>There is another door here!</span>"
return 0
return 0
if(3)
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
if(istype(W, /turf/simulated/wall/r_wall) && !canRturf)
return 0
if(checkResource(deconwallcost, user))
user << "<span class='notice'>You start deconstructing wall...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconwalldelay, target = A))
if(!useResource(deconwallcost, user)) return 0
activate()
W.ChangeTurf(/turf/simulated/floor/plating)
return 1
return 0
if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(istype(F, /turf/simulated/floor/engine) && !canRturf)
return 0
if(istype(F, F.baseturf))
user << "<span class='notice'>You can't dig any deeper!</span>"
return 0
else if(checkResource(deconfloorcost, user))
user << "<span class='notice'>You start deconstructing floor...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconfloordelay, target = A))
if(!useResource(deconfloorcost, user)) return 0
activate()
F.ChangeTurf(F.baseturf)
return 1
return 0
if(istype(A, /obj/machinery/door/airlock))
if(checkResource(deconairlockcost, user))
user << "<span class='notice'>You start deconstructing airlock...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconairlockdelay, target = A))
if(!useResource(deconairlockcost, user)) return 0
activate()
qdel(A)
return 1
return 0
if(istype(A, /obj/structure/window))
if(checkResource(deconwindowcost, user))
user << "<span class='notice'>You start deconstructing the window...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconwindowdelay, target = A))
if(!useResource(deconwindowcost, user)) return 0
activate()
qdel(A)
return 1
return 0
if(istype(A, /obj/structure/grille))
var/obj/structure/grille/G = A
if(!G.shock(user, 90)) //if it's shocked, try to shock them
if(useResource(decongrillecost, user))
user << "<span class='notice'>You start deconstructing the grille...</span>"
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
qdel(A)
return 1
return 0
if (4)
if(istype(A, /turf/simulated/floor))
if(checkResource(grillecost, user))
for(var/obj/structure/grille/GRILLE in A)
user << "<span class='warning'>There is already a grille there!</span>"
return 0
user << "<span class='notice'>You start building a grille...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, grilledelay, target = A))
if(!useResource(grillecost, user)) return 0
activate()
var/obj/structure/grille/G = new/obj/structure/grille(A)
G.anchored = 1
return 1
return 0
return 0
if(istype(A, /obj/structure/grille))
if(checkResource(windowcost, user))
user << "<span class='notice'>You start building a window...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, windowdelay, target = A))
if(locate(/obj/structure/window) in A.loc) return 0
if(!useResource(windowcost, user)) return 0
activate()
var/obj/structure/window/WD = new/obj/structure/window/fulltile(A.loc)
WD.anchored = 1
return 1
return 0
return 0
else
user << "ERROR: RCD in MODE: [mode] attempted use by [user]. Send this text #coderbus or an admin."
return 0
/obj/item/weapon/rcd/proc/useResource(amount, mob/user)
if(matter < amount)
return 0
matter -= amount
desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
return 1
/obj/item/weapon/rcd/proc/checkResource(amount, mob/user)
return matter >= amount
/obj/item/weapon/rcd/borg/useResource(amount, mob/user)
if(!isrobot(user))
return 0
return user:cell:use(amount * 72) //borgs get 1.3x the use of their RCDs
/obj/item/weapon/rcd/borg/checkResource(amount, mob/user)
if(!isrobot(user))
return 0
return user:cell:charge >= (amount * 72)
/obj/item/weapon/rcd/borg/New()
..()
desc = "A device used to rapidly build walls and floors."
canRturf = 1
/obj/item/weapon/rcd/loaded
matter = 160
/obj/item/weapon/rcd/combat
name = "industrial RCD"
max_matter = 500
matter = 500
canRturf = 1
/obj/item/weapon/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
origin_tech = "materials=3"
materials = list(MAT_METAL=3000, MAT_GLASS=2000)
var/ammoamt = 40
/obj/item/weapon/rcd_ammo/large
origin_tech = "materials=4"
materials = list(MAT_METAL=12000, MAT_GLASS=8000)
ammoamt = 160