Files
Paradise/code/game/machinery/mass_driver.dm
kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

188 lines
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/obj/machinery/mass_driver
name = "mass driver"
desc = "Shoots things into space."
icon = 'icons/obj/objects.dmi'
icon_state = "mass_driver"
anchored = TRUE
idle_power_consumption = 2
active_power_consumption = 50
/// Throw power
var/power = 1
/// ID tag, used for buttons
var/id_tag = "default"
/// This is mostly irrelevant since current mass drivers throw into space, but you could make a lower-range mass driver for interstation transport or something I guess.
var/drive_range = 50
/obj/machinery/mass_driver/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 30, volume = I.tool_volume))
return
var/obj/machinery/mass_driver_frame/F = new (get_turf(src))
F.dir = dir
F.anchored = TRUE
F.build = 4
F.update_icon()
qdel(src)
/obj/machinery/mass_driver/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/new_tag = clean_input("Enter a new ID tag", "ID Tag", id_tag, user)
if(new_tag && Adjacent(user))
id_tag = new_tag
/obj/machinery/mass_driver/proc/drive(amount)
if(stat & (BROKEN|NOPOWER))
return
use_power(500 * power)
var/O_limit = 0
var/atom/target = get_edge_target_turf(src, dir)
for(var/atom/movable/O in loc)
if((!O.anchored && O.move_resist != INFINITY) || ismecha(O)) //Mechs need their launch platforms. Also checks if something is anchored or has move resist INFINITY, which should stop ghost flinging.
O_limit++
if(O_limit >= 20)//so no more than 20 items are sent at a time, probably for counter-lag purposes
break
use_power(500)
var/coef = 1
if(emagged)
coef = 5
INVOKE_ASYNC(O, TYPE_PROC_REF(/atom/movable, throw_at), target, (drive_range * power * coef), (power * coef))
flick("mass_driver1", src)
/obj/machinery/mass_driver/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
return
drive()
..(severity)
/obj/machinery/mass_driver/emag_act(mob/user)
if(!emagged)
emagged = TRUE
to_chat(user, "You hack the Mass Driver, radically increasing the force at which it'll throw things. Better not stand in its way.")
return TRUE
return
////////////////MASS DRIVER FRAME///////////////////
/obj/machinery/mass_driver_frame
name = "mass driver frame"
icon = 'icons/obj/objects.dmi'
icon_state = "mass_driver_frame"
var/build = 0
/obj/machinery/mass_driver_frame/item_interaction(mob/living/user, obj/item/used, list/modifiers)
switch(build)
if(0) // Loose frame
if(iswrench(used))
to_chat(user, SPAN_NOTICE("You begin to anchor [src] on the floor."))
playsound(get_turf(src), used.usesound, 50, TRUE)
if(do_after(user, 1 SECONDS * used.toolspeed, target = src) && (build == 0))
to_chat(user, SPAN_NOTICE("You anchor \the [src]!"))
anchored = TRUE
build++
return ITEM_INTERACT_COMPLETE
if(1) // Fixed to the floor
if(iswrench(used))
to_chat(user, SPAN_NOTICE("You begin to de-anchor [src] from the floor."))
playsound(get_turf(src), used.usesound, 50, TRUE)
if(do_after(user, 1 SECONDS * used.toolspeed, target = src) && (build == 1))
build--
anchored = FALSE
to_chat(user, SPAN_NOTICE("You de-anchored \the [src]!"))
return ITEM_INTERACT_COMPLETE
if(2) // Welded to the floor
if(iscoil(used))
var/obj/item/stack/cable_coil/C = used
to_chat(user, SPAN_NOTICE("You start adding cables to [src]..."))
playsound(get_turf(src), C.usesound, 50, TRUE)
if(do_after(user, 20 * C.toolspeed, target = src) && (C.get_amount() >= 2) && (build == 2))
C.use(2)
to_chat(user, SPAN_NOTICE("You've added cables to \the [src]."))
build++
return ITEM_INTERACT_COMPLETE
if(3) // Wired
if(iswirecutter(used))
to_chat(user, SPAN_NOTICE("You begin to remove the wiring from [src]."))
if(do_after(user, 1 SECONDS * used.toolspeed, target = src) && (build == 3))
new /obj/item/stack/cable_coil(loc, 2)
playsound(get_turf(src), used.usesound, 50, 1)
to_chat(user, SPAN_NOTICE("You've removed the cables from \the [src]."))
build--
return ITEM_INTERACT_COMPLETE
if(istype(used, /obj/item/stack/rods))
var/obj/item/stack/rods/R = used
to_chat(user, "You begin to complete \the [src]...")
playsound(get_turf(src), R.usesound, 50, 1)
if(do_after(user, 20 * R.toolspeed, target = src) && (R.get_amount() >= 2) && (build == 3))
R.use(2)
to_chat(user, SPAN_NOTICE("You've added the grille to \the [src]."))
build++
return ITEM_INTERACT_COMPLETE
if(4) // Grille in place
if(iscrowbar(used))
to_chat(user, SPAN_NOTICE("You begin to pry off the grille from [src]..."))
playsound(get_turf(src), used.usesound, 50, TRUE)
if(do_after(user, 3 SECONDS * used.toolspeed, target = src) && (build == 4))
new /obj/item/stack/rods(loc,2)
build--
return ITEM_INTERACT_COMPLETE
return ..()
/obj/machinery/mass_driver_frame/screwdriver_act(mob/living/user, obj/item/I)
if(build != 4)
return
to_chat(user, SPAN_NOTICE("You finalize the Mass Driver."))
I.play_tool_sound(src)
var/obj/machinery/mass_driver/M = new(get_turf(src))
M.dir = dir
qdel(src)
return TRUE
/obj/machinery/mass_driver_frame/welder_act(mob/user, obj/item/I)
if(build != 0 && build != 1 && build != 2)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(build == 0) //can deconstruct
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 30, volume = I.tool_volume))
WELDER_SLICING_SUCCESS_MESSAGE
new /obj/item/stack/sheet/plasteel(drop_location(),3)
qdel(src)
else if(build == 1) //wrenched but not welded down
WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume) && build == 1)
WELDER_FLOOR_WELD_SUCCESS_MESSAGE
build = 2
else if(build == 2) //welded down
WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume) && build == 2)
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
build = 1
/obj/machinery/mass_driver_frame/AltClick(mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
return
dir = turn(dir, -90)