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* wrench a bunch of acts * atmospherics * some last few things * last iswrench changes for anything that isn't construction * Update code/game/machinery/pipe/pipe_construction.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * thank you dgamer * oopsie daisy * tests and addresses some introduced bugs * proper testing * proper ci * Update code/game/objects/structures/fluff.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/game/objects/structures/fluff.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * thank you burza 🙏 Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/recycling/disposal-construction.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
200 lines
6.1 KiB
Plaintext
200 lines
6.1 KiB
Plaintext
/obj/machinery/mass_driver
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name = "mass driver"
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desc = "Shoots things into space."
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icon = 'icons/obj/objects.dmi'
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icon_state = "mass_driver"
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anchored = TRUE
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idle_power_consumption = 2
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active_power_consumption = 50
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/// Throw power
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var/power = 1
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/// ID tag, used for buttons
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var/id_tag = "default"
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/// 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.
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var/drive_range = 50
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/obj/machinery/mass_driver/screwdriver_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 30, volume = I.tool_volume))
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return
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var/obj/machinery/mass_driver_frame/F = new (get_turf(src))
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F.dir = dir
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F.anchored = TRUE
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F.build = 4
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F.update_icon()
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qdel(src)
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/obj/machinery/mass_driver/multitool_act(mob/user, obj/item/I)
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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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var/new_tag = clean_input("Enter a new ID tag", "ID Tag", id_tag, user)
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if(new_tag && Adjacent(user))
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id_tag = new_tag
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/obj/machinery/mass_driver/proc/drive(amount)
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if(stat & (BROKEN|NOPOWER))
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return
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use_power(500 * power)
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var/O_limit = 0
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var/atom/target = get_edge_target_turf(src, dir)
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for(var/atom/movable/O in loc)
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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.
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O_limit++
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if(O_limit >= 20)//so no more than 20 items are sent at a time, probably for counter-lag purposes
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break
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use_power(500)
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var/coef = 1
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if(emagged)
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coef = 5
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INVOKE_ASYNC(O, TYPE_PROC_REF(/atom/movable, throw_at), target, (drive_range * power * coef), (power * coef))
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flick("mass_driver1", src)
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/obj/machinery/mass_driver/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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return
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drive()
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..(severity)
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/obj/machinery/mass_driver/emag_act(mob/user)
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if(!emagged)
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emagged = TRUE
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to_chat(user, "You hack the Mass Driver, radically increasing the force at which it'll throw things. Better not stand in its way.")
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return TRUE
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return
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////////////////MASS DRIVER FRAME///////////////////
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/obj/machinery/mass_driver_frame
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name = "mass driver frame"
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icon = 'icons/obj/objects.dmi'
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icon_state = "mass_driver_frame"
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density = FALSE
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anchored = FALSE
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var/build = 0
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/obj/machinery/mass_driver_frame/attackby(obj/item/W as obj, mob/user as mob)
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switch(build)
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if(0) // Loose frame
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if(iswrench(W))
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to_chat(user, "<span class='notice'>You begin to anchor [src] on the floor.</span>")
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playsound(get_turf(src), W.usesound, 50, TRUE)
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if(do_after(user, 1 SECONDS * W.toolspeed, target = src) && (build == 0))
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to_chat(user, "<span class='notice'>You anchor \the [src]!</span>")
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anchored = TRUE
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build++
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return TRUE
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return FALSE
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if(1) // Fixed to the floor
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if(iswrench(W))
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to_chat(user, "<span class='notice'>You begin to de-anchor [src] from the floor.</span>")
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playsound(get_turf(src), W.usesound, 50, TRUE)
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if(do_after(user, 1 SECONDS * W.toolspeed, target = src) && (build == 1))
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build--
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anchored = FALSE
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to_chat(user, "<span class='notice'>You de-anchored \the [src]!</span>")
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return TRUE
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return FALSE
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if(2) // Welded to the floor
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if(iscoil(W))
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var/obj/item/stack/cable_coil/C = W
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to_chat(user, "<span class='notice'>You start adding cables to [src]...</span>")
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playsound(get_turf(src), C.usesound, 50, TRUE)
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if(do_after(user, 20 * C.toolspeed, target = src) && (C.get_amount() >= 2) && (build == 2))
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C.use(2)
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to_chat(user, "<span class='notice'>You've added cables to \the [src].</span>")
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build++
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return TRUE
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return FALSE
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if(3) // Wired
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if(iswirecutter(W))
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to_chat(user, "<span class='notice'>You begin to remove the wiring from [src].</span>")
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if(do_after(user, 1 SECONDS * W.toolspeed, target = src) && (build == 3))
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new /obj/item/stack/cable_coil(loc, 2)
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playsound(get_turf(src), W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You've removed the cables from \the [src].</span>")
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build--
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return TRUE
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if(istype(W, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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to_chat(user, "You begin to complete \the [src]...")
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playsound(get_turf(src), R.usesound, 50, 1)
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if(do_after(user, 20 * R.toolspeed, target = src) && (R.get_amount() >= 2) && (build == 3))
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R.use(2)
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to_chat(user, "<span class='notice'>You've added the grille to \the [src].</span>")
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build++
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return TRUE
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return FALSE
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if(4) // Grille in place
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if(iscrowbar(W))
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to_chat(user, "<span class='notice'>You begin to pry off the grille from [src]...</span>")
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playsound(get_turf(src), W.usesound, 50, TRUE)
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if(do_after(user, 3 SECONDS * W.toolspeed, target = src) && (build == 4))
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new /obj/item/stack/rods(loc,2)
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build--
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return TRUE
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return FALSE
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return ..()
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/obj/machinery/mass_driver_frame/screwdriver_act(mob/living/user, obj/item/I)
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if(build != 4)
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return
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to_chat(user, "<span class='notice'>You finalize the Mass Driver.</span>")
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I.play_tool_sound(src)
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var/obj/machinery/mass_driver/M = new(get_turf(src))
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M.dir = dir
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qdel(src)
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return TRUE
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/obj/machinery/mass_driver_frame/welder_act(mob/user, obj/item/I)
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if(build != 0 && build != 1 && build != 2)
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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(build == 0) //can deconstruct
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WELDER_ATTEMPT_SLICING_MESSAGE
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if(I.use_tool(src, user, 30, volume = I.tool_volume))
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WELDER_SLICING_SUCCESS_MESSAGE
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new /obj/item/stack/sheet/plasteel(drop_location(),3)
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qdel(src)
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else if(build == 1) //wrenched but not welded down
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WELDER_ATTEMPT_FLOOR_WELD_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume) && build == 1)
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WELDER_FLOOR_WELD_SUCCESS_MESSAGE
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build = 2
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else if(build == 2) //welded down
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WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume) && build == 2)
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WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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build = 1
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/obj/machinery/mass_driver_frame/AltClick(mob/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
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return
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dir = turn(dir, -90)
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