/obj/item/twohanded/rcl name = "rapid cable layer (RCL)" desc = "A device used to rapidly deploy cables. It has screws on the side which can be removed to slide off the cables." icon = 'icons/obj/tools.dmi' icon_state = "rcl-0" item_state = "rcl-0" opacity = 0 force = 5 //Plastic is soft throwforce = 5 throw_speed = 1 throw_range = 7 w_class = WEIGHT_CLASS_NORMAL origin_tech = "engineering=4;materials=2" var/max_amount = 90 var/active = 0 var/obj/structure/cable/last = null var/obj/item/stack/cable_coil/loaded = null /obj/item/twohanded/rcl/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(!loaded) if(user.drop_item()) loaded = W loaded.forceMove(src) loaded.max_amount = max_amount //We store a lot. else to_chat(user, "[user.get_active_hand()] is stuck to your hand!") return else if(loaded.amount < max_amount) var/amount = min(loaded.amount + C.amount, max_amount) C.use(amount - loaded.amount) loaded.amount = amount else return update_icon() to_chat(user, "You add the cables to the [src]. It now contains [loaded.amount].") else if(isscrewdriver(W)) if(!loaded) return to_chat(user, "You loosen the securing screws on the side, allowing you to lower the guiding edge and retrieve the wires.") while(loaded.amount > 30) //There are only two kinds of situations: "nodiff" (60,90), or "diff" (31-59, 61-89) var/diff = loaded.amount % 30 if(diff) loaded.use(diff) new /obj/item/stack/cable_coil(user.loc, diff) else loaded.use(30) new /obj/item/stack/cable_coil(user.loc, 30) loaded.max_amount = initial(loaded.max_amount) loaded.forceMove(user.loc) user.put_in_hands(loaded) loaded = null update_icon() else ..() /obj/item/twohanded/rcl/examine(mob/user) ..() if(loaded) to_chat(user, "It contains [loaded.amount]/[max_amount] cables.") /obj/item/twohanded/rcl/Destroy() QDEL_NULL(loaded) last = null active = 0 return ..() /obj/item/twohanded/rcl/update_icon() if(!loaded) icon_state = "rcl-0" item_state = "rcl-0" return switch(loaded.amount) if(61 to INFINITY) icon_state = "rcl-30" item_state = "rcl" if(31 to 60) icon_state = "rcl-20" item_state = "rcl" if(1 to 30) icon_state = "rcl-10" item_state = "rcl" else icon_state = "rcl-0" item_state = "rcl-0" ..() /obj/item/twohanded/rcl/proc/is_empty(mob/user, loud = 1) update_icon() if(!loaded || !loaded.amount) if(loud) to_chat(user, "The last of the cables unreel from [src].") if(loaded) qdel(loaded) loaded = null unwield(user) active = wielded return 1 return 0 /obj/item/twohanded/rcl/dropped(mob/wearer) ..() active = 0 last = null /obj/item/twohanded/rcl/attack_self(mob/user) ..() active = wielded if(!active) last = null else if(!last) for(var/obj/structure/cable/C in get_turf(user)) if(C.d1 == 0 || C.d2 == 0) last = C break /obj/item/twohanded/rcl/on_mob_move(direct, mob/user) if(active) trigger(user) /obj/item/twohanded/rcl/proc/trigger(mob/user) if(is_empty(user, 0)) to_chat(user, "\The [src] is empty!") return if(last) if(get_dist(last, user) == 1) //hacky, but it works var/turf/T = get_turf(user) if(!isturf(T) || T.intact || !T.can_have_cabling()) last = null return if(get_dir(last, user) == last.d2) //Did we just walk backwards? Well, that's the one direction we CAN'T complete a stub. last = null return loaded.cable_join(last, user) if(is_empty(user)) return //If we've run out, display message and exit else last = null last = loaded.place_turf(get_turf(loc), user, turn(user.dir, 180)) is_empty(user) //If we've run out, display message /obj/item/twohanded/rcl/pre_loaded/New() //Comes preloaded with cable, for testing stuff ..() loaded = new() loaded.max_amount = max_amount loaded.amount = max_amount update_icon()