mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 06:57:42 +01:00
[Testmerge ready] Ports tool behaviours; refactors all tools; adds functionality for self-filling reagent containers (#11700)
* Adds support for self-filling reagent containers * Sets tool_behaviour on the default set of tools * Fixing merge conflicts * Refactors welder to use tool behaviour * The refactor: part I * The refactor: part II * Tool Refactor Part III: Revenge of the Maint * Tool Refactor Part IV: A New Hope * Tool Refactor Part V: The Oldcoder Strikes Back * Tool Refactor Part VI: Return of the Coder * VII * Holy shit, it compiles?! * Nannek I completed your TODO, you owe me ice cream * Tool helpers; telepad is compliant * Bugtest, Round 1: Fight Fuck refactoring disposals * Buggfixing, Round 2: Electric Boogaloo * Personal crafting uses tool behaviours now * Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing * multitool_check_buffer change; removes some useless things in tool_helpers * proc name change * TRUE/FALSE changes * Bugfixing, Round 3: A Good Day To Bugfix Hard Fixes multiple issues raised by the testmerge * Minor style changes
This commit is contained in:
@@ -286,42 +286,6 @@
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to_chat(user, "<span class='warning'>The [src.name] needs to be unwelded from the floor.</span>")
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return
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if(istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(active)
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to_chat(user, "Turn off the [src] first.")
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return
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switch(state)
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if(0)
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to_chat(user, "<span class='warning'>The [src.name] needs to be wrenched to the floor.</span>")
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if(1)
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if(WT.remove_fuel(0,user))
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playsound(src.loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if(do_after(user, 20 * WT.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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state = 2
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to_chat(user, "You weld the [src] to the floor.")
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connect_to_network()
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else
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to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
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if(2)
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if(WT.remove_fuel(0,user))
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playsound(src.loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if(do_after(user, 20 * WT.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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state = 1
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to_chat(user, "You cut the [src] free from the floor.")
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disconnect_from_network()
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else
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to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
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return
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if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
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if(emagged)
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to_chat(user, "<span class='warning'>The lock seems to be broken</span>")
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@@ -343,7 +307,7 @@
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if(exchange_parts(user, W))
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return
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if(default_deconstruction_crowbar(W))
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if(default_deconstruction_crowbar(user, W))
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return
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return ..()
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@@ -354,3 +318,29 @@
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emagged = 1
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if(user)
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user.visible_message("[user.name] emags the [src.name].","<span class='warning'>You short out the lock.</span>")
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/obj/machinery/power/emitter/welder_act(mob/user, obj/item/I)
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if(active)
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to_chat(user, "<span class='notice'>Turn off [src] first.</span>")
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return
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if(state == 0)
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to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor.</span>")
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return
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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if(state == 1)
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WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
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else if(state == 2)
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WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
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if(!I.use_tool(src, user, 20, volume = I.tool_volume))
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return
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if(state == 1)
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WELDER_FLOOR_WELD_SUCCESS_MESSAGE
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connect_to_network()
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state = 2
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else if(state == 2)
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WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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disconnect_from_network()
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state = 1
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@@ -101,41 +101,29 @@ field_generator power level display
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anchored = 0
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if(FG_WELDED)
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to_chat(user, "<span class='warning'>The [name] needs to be unwelded from the floor!</span>")
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else if(istype(W, /obj/item/weldingtool))
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var/obj/item/weldingtool/WT = W
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switch(state)
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if(FG_UNSECURED)
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to_chat(user, "<span class='warning'>The [name] needs to be wrenched to the floor!</span>")
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if(FG_SECURED)
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if(WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to weld the [name] to the floor.", \
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"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if(do_after(user, 20 * WT.toolspeed, target = src))
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if(!src || !WT.isOn())
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return
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state = FG_WELDED
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to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
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if(FG_WELDED)
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if(WT.remove_fuel(0,user))
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playsound(loc, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
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"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
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"<span class='italics'>You hear welding.</span>")
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if(do_after(user, 20 * WT.toolspeed, target = src))
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if(!src || !WT.isOn())
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return
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state = FG_SECURED
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to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
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else
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return ..()
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/obj/machinery/field/generator/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(state == FG_UNSECURED)
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to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
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return
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if(!I.tool_use_check(user, 0))
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return
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if(state == FG_SECURED)
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WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
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else if(state == FG_WELDED)
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WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
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if(I.use_tool(src, user, 20, volume = I.tool_volume))
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if(state == FG_SECURED)
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WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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state = FG_WELDED
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else if(state == FG_WELDED)
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WELDER_FLOOR_WELD_SUCCESS_MESSAGE
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state = FG_SECURED
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/obj/machinery/field/generator/emp_act()
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return 0
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@@ -54,6 +54,10 @@ Strength being set by the computer and a null strength (Computer is powered off
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So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
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*/
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#define ACCELERATOR_UNWRENCHED 0
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#define ACCELERATOR_WRENCHED 1
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#define ACCELERATOR_WIRED 2
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#define ACCELERATOR_READY 3
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/obj/structure/particle_accelerator
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name = "Particle Accelerator"
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@@ -136,12 +140,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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desc = desc_holder
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. = ..()
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/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
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if(istool(W))
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if(process_tool_hit(W,user))
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return
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return..()
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/obj/structure/particle_accelerator/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal (loc, 5)
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@@ -196,66 +194,58 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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return 1
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return 0
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/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
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if(!iscoil(W))
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return ..()
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if(construction_state == ACCELERATOR_WRENCHED)
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var/obj/item/stack/cable_coil/C = W
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if(C.use(1))
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playsound(loc, C.usesound, 50, 1)
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user.visible_message("[user.name] adds wires to the [name].", \
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"You add some wires.")
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construction_state = ACCELERATOR_WIRED
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update_icon()
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/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
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if(!(O) || !(user))
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return 0
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if(!ismob(user) || !isobj(O))
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return 0
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var/temp_state = construction_state
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/obj/structure/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
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if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(construction_state == ACCELERATOR_WIRED)
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SCREWDRIVER_CLOSE_PANEL_MESSAGE
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construction_state = ACCELERATOR_READY
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switch(construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
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if(0)
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if(iswrench(O) && !isinspace())
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playsound(loc, O.usesound, 50, 1)
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anchored = 1
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user.visible_message("[user.name] secures the [name] to the floor.", \
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"You secure the external bolts.")
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temp_state++
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if(1)
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if(iswrench(O))
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playsound(loc, O.usesound, 50, 1)
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anchored = 0
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user.visible_message("[user.name] detaches the [name] from the floor.", \
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"You remove the external bolts.")
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temp_state--
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else if(iscoil(O))
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var/obj/item/stack/cable_coil/C = O
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if(C.use(1))
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playsound(loc, O.usesound, 50, 1)
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user.visible_message("[user.name] adds wires to the [name].", \
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"You add some wires.")
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temp_state++
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else
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to_chat(user, "<span class='warning'>You need one length of cable to wire the [name]!</span>")
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return
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if(2)
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if(iswirecutter(O))//TODO:Shock user if its on?
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playsound(loc, O.usesound, 50, 1)
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user.visible_message("[user.name] removes some wires from the [name].", \
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"You remove some wires.")
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temp_state--
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else if(isscrewdriver(O))
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playsound(loc, O.usesound, 50, 1)
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user.visible_message("[user.name] closes the [name]'s access panel.", \
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"You close the access panel.")
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temp_state++
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if(3)
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if(isscrewdriver(O))
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playsound(loc, O.usesound, 50, 1)
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user.visible_message("[user.name] opens the [name]'s access panel.", \
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"You open the access panel.")
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temp_state--
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if(temp_state == construction_state)//Nothing changed
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return 0
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else
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construction_state = temp_state
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if(construction_state < 3)//Was taken apart, update state
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update_state()
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update_icon()
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return 1
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return 0
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construction_state = ACCELERATOR_WIRED
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SCREWDRIVER_OPEN_PANEL_MESSAGE
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update_state()
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update_icon()
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/obj/structure/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
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if(construction_state != ACCELERATOR_WIRED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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WIRECUTTER_SNIP_MESSAGE
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construction_state = ACCELERATOR_WRENCHED
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/obj/structure/particle_accelerator/wrench_act(mob/user, obj/item/I)
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if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(construction_state == ACCELERATOR_UNWRENCHED)
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anchored = TRUE
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WRENCH_ANCHOR_MESSAGE
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construction_state = ACCELERATOR_WRENCHED
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else
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anchored = FALSE
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WRENCH_UNANCHOR_MESSAGE
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construction_state = ACCELERATOR_UNWRENCHED
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update_icon()
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/obj/machinery/particle_accelerator
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@@ -306,72 +296,65 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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return
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/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user, params)
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if(istool(W))
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if(process_tool_hit(W,user))
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return
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return ..()
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if(!iscoil(W))
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return ..()
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if(construction_state == ACCELERATOR_WRENCHED)
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var/obj/item/stack/cable_coil/C = W
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if(C.use(1))
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playsound(loc, C.usesound, 50, 1)
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user.visible_message("[user.name] adds wires to the [name].", \
|
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"You add some wires.")
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construction_state = ACCELERATOR_WIRED
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update_icon()
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|
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/obj/machinery/particle_accelerator/screwdriver_act(mob/user, obj/item/I)
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if(construction_state != ACCELERATOR_WIRED && construction_state != ACCELERATOR_READY)
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return
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. = TRUE
|
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
|
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return
|
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if(construction_state == ACCELERATOR_WIRED)
|
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SCREWDRIVER_CLOSE_PANEL_MESSAGE
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construction_state = ACCELERATOR_READY
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use_power = IDLE_POWER_USE
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else
|
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construction_state = ACCELERATOR_WIRED
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SCREWDRIVER_OPEN_PANEL_MESSAGE
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use_power = NO_POWER_USE
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update_state()
|
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update_icon()
|
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|
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/obj/machinery/particle_accelerator/wirecutter_act(mob/user, obj/item/I)
|
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if(construction_state != ACCELERATOR_WIRED)
|
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return
|
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. = TRUE
|
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
|
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return
|
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WIRECUTTER_SNIP_MESSAGE
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construction_state = ACCELERATOR_WRENCHED
|
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|
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/obj/machinery/particle_accelerator/wrench_act(mob/user, obj/item/I)
|
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if(construction_state != ACCELERATOR_UNWRENCHED && construction_state != ACCELERATOR_WRENCHED)
|
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return
|
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. = TRUE
|
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
|
||||
return
|
||||
if(construction_state == ACCELERATOR_UNWRENCHED)
|
||||
anchored = TRUE
|
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WRENCH_ANCHOR_MESSAGE
|
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construction_state = ACCELERATOR_WRENCHED
|
||||
else
|
||||
anchored = FALSE
|
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WRENCH_UNANCHOR_MESSAGE
|
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construction_state = ACCELERATOR_UNWRENCHED
|
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update_icon()
|
||||
|
||||
|
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/obj/machinery/particle_accelerator/proc/update_state()
|
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return 0
|
||||
|
||||
|
||||
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
|
||||
if(!(O) || !(user))
|
||||
return 0
|
||||
if(!ismob(user) || !isobj(O))
|
||||
return 0
|
||||
var/temp_state = construction_state
|
||||
switch(construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
|
||||
if(0)
|
||||
if(iswrench(O))
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
anchored = 1
|
||||
user.visible_message("[user.name] secures the [name] to the floor.", \
|
||||
"You secure the external bolts.")
|
||||
temp_state++
|
||||
power_change()
|
||||
if(1)
|
||||
if(iswrench(O))
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
anchored = 0
|
||||
user.visible_message("[user.name] detaches the [name] from the floor.", \
|
||||
"You remove the external bolts.")
|
||||
temp_state--
|
||||
power_change()
|
||||
else if(iscoil(O))
|
||||
if(O:use(1))
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
user.visible_message("[user.name] adds wires to the [name].", \
|
||||
"You add some wires.")
|
||||
temp_state++
|
||||
if(2)
|
||||
if(iswirecutter(O))//TODO:Shock user if its on?
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
user.visible_message("[user.name] removes some wires from the [name].", \
|
||||
"You remove some wires.")
|
||||
temp_state--
|
||||
else if(isscrewdriver(O))
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
user.visible_message("[user.name] closes the [name]'s access panel.", \
|
||||
"You close the access panel.")
|
||||
temp_state++
|
||||
if(3)
|
||||
if(isscrewdriver(O))
|
||||
playsound(loc, O.usesound, 50, 1)
|
||||
user.visible_message("[user.name] opens the [name]'s access panel.", \
|
||||
"You open the access panel.")
|
||||
temp_state--
|
||||
active = 0
|
||||
if(temp_state == construction_state)//Nothing changed
|
||||
return 0
|
||||
else
|
||||
if(construction_state < 3)//Was taken apart, update state
|
||||
update_state()
|
||||
if(use_power)
|
||||
use_power = NO_POWER_USE
|
||||
construction_state = temp_state
|
||||
if(construction_state >= 3)
|
||||
use_power = IDLE_POWER_USE
|
||||
update_icon()
|
||||
return 1
|
||||
return 0
|
||||
#undef ACCELERATOR_UNWRENCHED
|
||||
#undef ACCELERATOR_WRENCHED
|
||||
#undef ACCELERATOR_WIRED
|
||||
#undef ACCELERATOR_READY
|
||||
|
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Reference in New Issue
Block a user