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/tg/ mecha - Part 1
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.
This commit is contained in:
@@ -601,7 +601,7 @@
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name = "Exosuit Engineering Equipment (Cable Layer)"
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id = "mech_cable_layer"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/cable_layer
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build_path = /obj/item/mecha_parts/mecha_equipment/cable_layer
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materials = list(MAT_METAL=10000)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -610,7 +610,7 @@
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name = "Exosuit Engineering Equipment (Drill)"
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id = "mech_drill"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill
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build_path = /obj/item/mecha_parts/mecha_equipment/drill
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materials = list(MAT_METAL=10000)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -619,7 +619,7 @@
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name = "Exosuit Engineering Equipment (Extinguisher)"
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id = "mech_extinguisher"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/extinguisher
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build_path = /obj/item/mecha_parts/mecha_equipment/extinguisher
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materials = list(MAT_METAL=10000)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -628,7 +628,7 @@
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name = "Exosuit Engineering Equipment (Hydraulic Clamp)"
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id = "mech_hydraulic_clamp"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/hydraulic_clamp
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build_path = /obj/item/mecha_parts/mecha_equipment/hydraulic_clamp
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materials = list(MAT_METAL=10000)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -638,7 +638,7 @@
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id = "mech_sleeper"
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build_type = MECHFAB
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req_tech = list("biotech" = 2)
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/sleeper
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build_path = /obj/item/mecha_parts/mecha_equipment/medical/sleeper
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materials = list(MAT_METAL=5000,MAT_GLASS=10000)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -648,7 +648,7 @@
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id = "mech_syringe_gun"
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build_type = MECHFAB
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req_tech = list("magnets" = 3,"biotech" = 3)
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/syringe_gun
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build_path = /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun
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materials = list(MAT_METAL=3000,MAT_GLASS=2000)
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construction_time = 200
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category = list("Exosuit Equipment")
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@@ -723,7 +723,7 @@
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desc = "An exosuit-mounted Mime Rapid Construction Device."
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id = "mech_mrcd"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/mimercd
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build_path = /obj/item/mecha_parts/mecha_equipment/mimercd
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materials = list(MAT_METAL=30000,MAT_TRANQUILLITE=10000)
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construction_time = 700
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category = list("Exosuit Equipment")
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@@ -735,7 +735,7 @@
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id = "mech_diamond_drill"
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build_type = MECHFAB
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req_tech = list("materials" = 4, "engineering" = 3)
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill/diamonddrill
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build_path = /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill
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materials = list(MAT_METAL=10000,MAT_DIAMOND=6500)
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construction_time = 100
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category = list("Exosuit Equipment")
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@@ -744,7 +744,7 @@
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name = "Exosuit Engineering Equipement (Mining Scanner)"
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id = "mech_mscanner"
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build_type = MECHFAB
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/mining_scanner
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build_path = /obj/item/mecha_parts/mecha_equipment/mining_scanner
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materials = list(MAT_METAL=5000,MAT_GLASS=2500)
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construction_time = 50
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category = list("Exosuit Equipment")
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@@ -788,7 +788,7 @@
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id = "mech_rcd"
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build_type = MECHFAB
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req_tech = list("materials" = 4, "bluespace" = 3, "magnets" = 4, "powerstorage"=4, "engineering" = 4)
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/rcd
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build_path = /obj/item/mecha_parts/mecha_equipment/rcd
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materials = list(MAT_METAL=30000,MAT_GOLD=20000,MAT_PLASMA=25000,MAT_SILVER=20000)
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construction_time = 1200
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category = list("Exosuit Equipment")
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@@ -59,7 +59,7 @@
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else if(istype(AM,/obj/mecha))
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var/obj/mecha/M = AM
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/tool/drill))
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if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
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M.selected.action(src)
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/obj/structure/boulder/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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@@ -3,40 +3,11 @@
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icon_state = "engineering_pod"
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desc = "Stubby and round, it has a human sized access hatch on the top."
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wreckage = /obj/effect/decal/mecha_wreckage/hoverpod
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stepsound = 'sound/machines/hiss.ogg'
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/obj/mecha/working/hoverpod/Process_Spacemove(var/movement_dir = 0)
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return 1 // puts the hover in hoverpod
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//these three procs overriden to play different sounds
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/obj/mecha/working/hoverpod/mechturn(direction)
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dir = direction
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//playsound(src,'sound/machines/hiss.ogg',40,1)
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return 1
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/obj/mecha/working/hoverpod/mechstep(direction)
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var/result = step(src,direction)
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if(result)
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playsound(src,'sound/machines/hiss.ogg',40,1)
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return result
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/obj/mecha/working/hoverpod/mechsteprand()
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var/result = step_rand(src)
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if(result)
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playsound(src,'sound/machines/hiss.ogg',40,1)
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return result
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/obj/effect/decal/mecha_wreckage/hoverpod
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name = "Hover pod wreckage"
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icon_state = "engineering_pod-broken"
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/*New()
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..()
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var/list/parts = list(
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for(var/i=0;i<2;i++)
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if(!isemptylist(parts) && prob(40))
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var/part = pick(parts)
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welder_salvage += part
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parts -= part
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return*/
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